Interface C++ Exposee au Blueprint
Resume de l interface C++ exposee au Blueprint. Pas d implementation detaillee -- seuls les signatures et descriptions sont documentes.
Total: 110 fonctions exposees dans 28 categories.
Vue d'ensemble par categorie
| Categorie | Count | Module |
|---|---|---|
Archway|Core|Administrative Division | 4 | ArchwayCore |
Archway|Core|Border Pipeline | 1 | ArchwayCore |
Archway|Core|Border Pipeline|Validation | 1 | ArchwayCore |
Archway|Core|Border Utilities | 3 | ArchwayCore |
Archway|Core|Game State Registry | 6 | ArchwayCore |
Archway|Core|Game State Registry|Save | 2 | ArchwayCore |
Archway|Core|Instance Renderer|Config | 2 | ArchwayCore |
Archway|Core|Instance Renderer|Global Control | 5 | ArchwayCore |
Archway|Core|Instance Renderer|Management | 9 | ArchwayCore |
Archway|Core|Label System|Pathfinding | 3 | ArchwayCore |
Archway|Core|Loading | 3 | ArchwayCore |
Archway|Core|Notifications | 6 | ArchwayCore |
Archway|Core|Rendering | 4 | ArchwayCore |
Archway|Core|SaveLoad | 3 | ArchwayCore |
Archway|Core|Territory Actor | 2 | ArchwayCore |
Archway|Core|Territory Manager | 22 | ArchwayCore |
Archway|Core|Territory Manager|Editor | 1 | ArchwayCore |
Archway|Core|Territory Manager|Load | 1 | ArchwayCore |
Archway|Core|Territory Manager|Save | 3 | ArchwayCore |
Archway|Core|Territory Manager|Transfer Queue | 5 | ArchwayCore |
Archway|Core|Visual Theme | 2 | ArchwayCore |
Archway|Diplomacy | 3 | ArchwayCore |
Archway|Interaction | 1 | ArchwayCore |
Archway|Dynamic Border Rendering | 1 | ArchwayCore |
Label | 2 | ArchwayCore |
Territory Manager|Label API | 2 | ArchwayCore |
Territory Manager|Query | 9 | ArchwayCore |
Territory Manager|Rendering | 4 | ArchwayCore |
Detail par categorie
Archway|Core|Administrative Division
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
BuildLandmassesFromIndexedData | void | const FIndexedBorderData &IndexedData, TMap<FName, FLandmassArray> &OutProvinceLandmasses, float PositionScale = 1.0f, int32 SmoothingIterations = 0, float SmoothingStrength = 0.5f, int32 MinLoopSize = 10, bool bEnableVertexWelding = true | BlueprintCallable | Assembles complete landmass polygons from indexed border data. Supports smoothing, vertex welding... |
GetProvincesFromAdministrativeTitle | void | const UAdministrativeDivisionsDataAsset *Asset, uint8 SearchLayer, FName TitleID, UPARAM(ref) TArray<FName> &OutProvinces | BlueprintCallable | Retrieves all province IDs under a specific administrative title in the hierarchy. |
BakeAdministrativeHierarchy | void | UAdministrativeDivisionsDataAsset *Asset | BlueprintCallable | Pre-computes aggregated province lists for all administrative titles in the data asset. |
GetAggregatedProvincesFromTitles | TArray<FName> | const UAdministrativeDivisionsDataAsset *Asset, uint8 SearchLayer, const TArray<FName> &TitleIDs | BlueprintCallable | Returns all provinces aggregated from multiple administrative titles at a given layer. |
Archway|Core|Border Pipeline
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
AssembleTaggedSegments | bool | const TArray<FTaggedBorderSegment> &InTaggedSegments, int32 LandmassIDStart, TArray<FVisualizedLandmass> &OutAssembledChains, TArray<FName> &OutAssembledSegmentIDs, int32 &OutLastLandmassID, FString &ErrorMessage, int32 MinPointsCount = 15 | BlueprintCallable | Assembles tagged border segments into continuous chains/landmasses. Returns error message on fail... |
Archway|Core|Border Pipeline|Validation
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
SanitizeIndexedData | void | FIndexedBorderData &InOutData, FSanitizationStats &OutStats, bool bFixOwnerInconsistencies = true | BlueprintCallable | Validates and fixes inconsistencies in indexed border data (owner mismatches, invalid junctions).... |
Archway|Core|Border Utilities
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
ResolveCanonicalSegmentID | FName | FName RawSegmentID | BlueprintCallable | Returns the canonical (normalized) segment ID for a given raw segment ID. Handles bidirectional s... |
GenerateAsymmetricalSegmentID | FName | FName OwnerID, const TArray<FTaggedBorderPoint> &TaggedPoints | BlueprintPure | Creates a unique segment ID from owner province ID and tagged border points. |
GetInvolvedProvincesFromSegment | TArray<FName> | const FTaggedBorderSegment& Segment | BlueprintPure | Returns all province IDs involved in a given tagged border segment. |
Archway|Core|Game State Registry
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
UpdateSegmentState | void | FName SegmentID, FName NewState | BlueprintCallable | Sets the diplomatic state for a single border segment. |
UpdateSegmentStatesFromList | void | const TArray<FName>& SegmentIDs, FName NewState | BlueprintCallable | Batch-updates the state for multiple segments to the same new state. |
UpdateSegmentStates | void | const TMap<FName, FNameArray>& StateToSegmentsMap | BlueprintCallable | Batch-updates segment states from a map of state->segment lists. |
HasAnySegmentWithState | bool | FName StateName | BlueprintCallable, BlueprintPure | Query: returns true if any segment has the given state. |
GetStatesForSegments | TMap<FName, FNameArray> | const TArray<FName>& SegmentIDs | BlueprintPure | |
GetNonDefaultStateSegments | TMap<FName, FNameArray> | `` | BlueprintPure |
Archway|Core|Game State Registry|Save
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GetSegmentStatesMap | TMap<FName, FName> | `` | BlueprintPure | |
RestoreSegmentStates | void | const TMap<FName, FName>& SavedStates | BlueprintCallable | Restores segment states from saved data during game load. |
Archway|Core|Instance Renderer|Config
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GetLayerConfig | UInstanceLayerConfig* | `` | BlueprintPure | Returns the layer configuration data asset. |
GetGlobalParameters | UMaterialParameterCollection* | `` | BlueprintPure | Returns the global material parameter collection. |
Archway|Core|Instance Renderer|Global Control
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
SetGlobalMapMode | void | float MapModeID | BlueprintCallable | Sets the global map mode material parameter across all instances. |
SetGlobalHighlight | void | float MapModeID, float TerritoryID | BlueprintCallable | Highlights a specific territory in the given map mode. |
ClearGlobalHighlight | void | `` | BlueprintCallable | Removes the current territory highlight. |
SetGlobalSelection | void | float MapModeID, float TerritoryID | BlueprintCallable | Selects a specific territory in the given map mode. |
ClearGlobalSelection | void | `` | BlueprintCallable | Removes the current territory selection. |
Archway|Core|Instance Renderer|Management
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RegisterSource | void | UInstanceSourceComponent* SourceComponent | BlueprintCallable | Registers an InstanceSourceComponent as a data source for this renderer. |
UnregisterSource | void | UInstanceSourceComponent* SourceComponent | BlueprintCallable | Unregisters a previously registered InstanceSourceComponent. |
RequestFullUpdate | void | `` | BlueprintCallable | Triggers a full rebuild of all HISM instances. |
RequestEditorUpdate | void | `` | BlueprintCallable | Triggers an instance rebuild for editor-time updates. |
RequestOwnerUpdate | void | const FName& OwnerID | BlueprintCallable | Triggers an instance rebuild for a specific territory owner. |
RequestOwnersUpdate | void | const TArray<FName>& OwnerIDs | BlueprintCallable | Batch version - triggers rebuild for multiple territory owners. |
UpdateOwnerVisuals | void | const FName& OwnerID | BlueprintCallable | Updates visual representation for a specific owner (color, map mode). |
UpdateOwnersVisuals | void | const TArray<FName>& OwnerIDs | BlueprintCallable | Batch version - updates visuals for multiple owners. |
UpdateFullVisuals | void | `` | BlueprintCallable | Updates visuals for all territory instances. |
Archway|Core|Label System|Pathfinding
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
FindPathFromBorderTexture | TArray<FIntPoint> | const TArray<FLinearColor>& PixelData, int32 Width, int32 Height | BlueprintCallable | Calcule un chemin a partir d une texture de border pour le positionnement des labels. |
RemapPathToWorldSpace | TArray<FVector> | const TArray<FIntPoint>& PathInTextureSpace, const FBox& WorldBoundingBox, FVector2D TextureSize | BlueprintCallable, BlueprintPure | Converts a texture-space path to world-space coordinates. |
GenerateGuidedSpline | TArray<FVector> | const TArray<FVisualizedLandmass>& LandmassGroup, const TArray<FVector>& RidgePathWorld, const FGuidedSplineParams& Params, EHorizontalDirectionOrder HorizontalOrder = EHorizontalDirectionOrder::LeftToRight, EVerticalDirectionOrder VerticalOrder = EVerticalDirectionOrder::TopToBottom, bool bDebugMode = false | BlueprintCallable | Generates a guided spline path through a landmass group using ridge path data. |
Archway|Core|Loading
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
LoadAssetsKeepAlive | void | const TArray<TSoftObjectPtr<UObject>>& AssetsToLoad, FString ProcessName | BlueprintCallable | Asynchronously loads soft object references, keeping them alive until explicitly unloaded. |
BatchResolve | TArray<UObject*> | const TArray<TSoftObjectPtr<UObject>>& SoftList | BlueprintCallable | Synchronously resolves an array of soft object references to hard references. |
UnloadAllAssets | void | `` | BlueprintCallable | Releases all assets loaded through LoadAssetsKeepAlive. |
Archway|Core|Notifications
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RegisterProcess | void | FName ProcessID, FText DisplayName, ENotificationCategory Category | BlueprintCallable | Registers a new long-running process with the notification system. |
UpdateProcessProgress | void | FName ProcessID, float Progress01, FText CurrentStatus | BlueprintCallable | Updates the progress (0-1) and status text of a registered process. |
FinishProcess | void | FName ProcessID, bool bSuccess | BlueprintCallable | Marks a registered process as complete (success or failure). |
PostNotification | void | FText Message, ENotificationType Type, ENotificationCategory Category | BlueprintCallable | Posts a standalone notification message to the UI. |
ReportError | void | FName ProcessID, FString ErrorMessage, bool bLogToOutput = true | BlueprintCallable | Reports an error for a process, optionally logging to output. |
GetActiveProcessData | bool | FName ProcessID, FArchwayNotificationData& OutData | BlueprintCallable | Retrieves current data for an active process by ID. |
Archway|Core|Rendering
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
InitializeFromTexture | bool | UTexture2D *InTexture, bool bUseSRGB = false | BlueprintCallable | Loads border data from a Texture2D. Converts pixel colors to border geometry data. |
InitializeFromRenderTarget | bool | UTextureRenderTarget2D *InRenderTarget | BlueprintCallable | Loads border data from a UTextureRenderTarget2D. Used for runtime-generated border textures. |
GetPixelColor | FLinearColor | int32 X, int32 Y, bool bNormalize = true | BlueprintPure | Reads a single pixel color from the loaded texture. Optional normalization to [0,1] range. |
BakeLinearityMap | void | UTextureRenderTarget2D *TargetRT, FIntPoint SourceResolution, const TArray<FTaggedBorderSegment> &Segments | BlueprintCallable | Bakes a linearity map to a render target for spline mesh placement along borders. |
Archway|Core|SaveLoad
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
SaveGlobalMaterialParameters | void | class UMaterialParameterCollection* Collection, class UArchwaySaveGame* TargetSaveGame, const TArray<FName>& ScalarNames, const TArray<FName>& VectorNames | BlueprintCallable | Saves material parameter collection values to the save game for persistence across sessions. |
GetSavedScalarParameterNames | TArray<FName> | `` | BlueprintPure | Returns list of scalar material parameters that are saved to save game. |
GetSavedVectorParameterNames | TArray<FName> | `` | BlueprintPure | Returns list of vector material parameters that are saved to save game. |
Archway|Core|Territory Actor
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
UpdateBorders | void | const TArray<FVisualizedLandmass>& NewGeometry | BlueprintCallable, BlueprintNativeEvent | Called when territory geometry changes. BlueprintNativeEvent - can be overridden in Blueprint. |
UpdateLabels | void | const TArray<FSplinePathData>& NewLabelPaths | BlueprintCallable, BlueprintNativeEvent | Called when territory label paths change. BlueprintNativeEvent - can be overridden in Blueprint. |
Archway|Core|Territory Manager
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
InitializeWorldDatabase | void | const TMap<FName, FLandmassArray> &WorldData | BlueprintCallable | Loads the complete world territory data from province landmass mappings. |
BatchCreateTerritories | void | const TArray<FTerritoryData> &Territories, bool bClearExisting = true, bool bDrawLUTs = true, bool bBakeLinearity = false, int32 SourceResX = 8129, int32 SourceResY = 4065, bool bEnableBorderRendering = false, FBorderConfig BorderConfig = FBorderConfig(), bool bPreWarmHighPrecision = false | BlueprintCallable | Creates multiple territories at once from territory data array. Optional LUT baking and border rendering config ... |
BatchRestoreWorldState | void | const TArray<FTerritoryData> &SavedTerritories | BlueprintCallable | Restores the full world state from saved territory data. |
ClearDynamicTerritories | void | `` | BlueprintCallable | Removes all dynamically created territories. |
RegisterTerritoryInstance | void | uint8 MapMode, FName TerritoryID, FName InstanceOwnerID | BlueprintCallable | Registers a territory instance under an owner ID for a specific map mode. |
GetDynamicTerritoriesData | TArray<FTerritoryData> | `` | BlueprintCallable | Returns all dynamically created territory data. |
TransferProvince | void | FName ProvinceID, FName OldOwnerID, FName NewOwnerID, uint8 MapMode | BlueprintCallable | Transfers ownership of a single province from one territory to another. |
TransferProvinces | void | const TArray<FName> &ProvinceIDs, FName OldOwnerID, FName NewOwnerID, uint8 MapMode | BlueprintCallable | Batch version - transfers ownership of multiple provinces. |
SetTerritoryColor | void | FName TerritoryID, FLinearColor NewColor, uint8 MapMode | BlueprintCallable | Sets the display color for a territory in a specific map mode. |
GetTerritorySaveData | FTerritoryData | FName TerritoryID, uint8 MapMode | BlueprintCallable | Returns the serializable save data for a territory. |
GetTerritoryDataForProvince | bool | FName ProvinceID, uint8 MapMode, FTerritoryData &OutData | BlueprintCallable | Returns the territory data that owns a specific province. |
GetTerritoryIDForProvince | FName | FName ProvinceID, uint8 MapMode | BlueprintPure | Query: returns the territory ID that owns a province. |
GetActiveSegmentsForTerritory | TArray<FName> | FName TerritoryID, uint8 MapMode | BlueprintCallable | Returns active border segment IDs for a territory. |
GetActiveSegmentsDataForTerritory | TArray<FTaggedBorderSegment> | FName TerritoryID, uint8 MapMode | BlueprintCallable | Returns full tagged border segment data for a territory. |
GetFilteredSegmentsForTerritory | TArray<FTaggedBorderSegment> | FName TerritoryID, uint8 MapMode | BlueprintCallable | Returns filtered/processed border segments for a territory. |
GetActiveSegmentsBetweenTerritories | TArray<FName> | FName TerritoryA, FName TerritoryB, uint8 MapMode | BlueprintCallable | Returns shared border segments between two territories. |
GetBorderingTerritories | TArray<FName> | FName TerritoryID, uint8 MapMode | BlueprintCallable, BlueprintPure | Query: returns all territories sharing a border with the given territory. |
GetBorderingMacroSegmentIDs | TArray<FName> | FName TerritoryID, uint8 MapMode | BlueprintCallable, BlueprintPure | Query: returns macro-level border segment IDs for a territory. |
GetMacroSegmentIDBetweenTerritories | FName | uint8 MapMode, FName TerritoryA, FName TerritoryB | BlueprintCallable, BlueprintPure | Query: returns the macro segment ID shared between two territories. |
GetAllTerritoriesData | TArray<FTerritoryData> | `` | BlueprintCallable | Returns complete data for all territories. |
SyncVisualsToActors | TArray<FName> | const TArray<FName> &TerritoryIDsToSync, uint8 MapMode, int32 MaxToProcess = -1, bool bShouldBroadcast = false | BlueprintCallable | Synchronizes territory visual state to TerritoryActor instances in the world. |
SyncAllVisuals | void | `` | BlueprintCallable | Synchronizes all territory visuals to their corresponding actors. |
Archway|Core|Territory Manager|Editor
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GenerateStaticBordersRT | TMap<FName, UTextureRenderTarget2D*> | const TArray<uint8>& MapModes, int32 Resolution = 8192 | BlueprintCallable |
Archway|Core|Territory Manager|Load
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RestorePendingTransfers | void | const TMap<FName, FPendingTerritoryTransfer>& Transfers, const TMap<FName, FName>& OriginalStates, const TMap<FName, FName>& Claims | BlueprintCallable | Restores pending transfers from saved data during game load. |
Archway|Core|Territory Manager|Save
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GetAllPendingTransfersData | TMap<FName, FPendingTerritoryTransfer> | `` | BlueprintPure | |
GetPendingTransferOriginalStates | TMap<FName, FName> | `` | BlueprintPure | |
GetPendingTransferSegmentClaims | TMap<FName, FName> | `` | BlueprintPure |
Archway|Core|Territory Manager|Transfer Queue
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
EnqueueProvinceTransfer | void | FName TargetTerritoryID, uint8 TargetMapModeByte, FName NewOwnerID, uint8 DestMapModeByte, FName FrontlineLayerID, FName SurroundingLayerID, UTextureRenderTarget2D* StateRT, const TArray<FMaterialParameterTrigger>& MaterialParameters, bool& bSuccess, FName& OutOperationID, FString& OutMessage | BlueprintCallable | Enqueues a complex province transfer operation with material triggers and state tracking. |
ExecutePendingTransfer | void | FName OperationID, bool& bSuccess, FString& OutMessage | BlueprintCallable | Executes a previously enqueued transfer operation. |
CancelPendingTransfer | void | FName OperationID, bool& bSuccess, FString& OutMessage | BlueprintCallable | Cancels a pending transfer operation. |
GetPendingTransferOperationIDs | TArray<FName> | `` | BlueprintPure | Query: returns all pending transfer operation IDs. |
IsTransferPending | bool | FName OperationID | BlueprintPure | Query: checks if a specific transfer operation is still pending. |
Archway|Core|Visual Theme
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GetRuleForState | FVisualRule | FName StateName | BlueprintPure | Returns the visual rule configuration for a given diplomatic state name. |
GetLayerForState | FName | FName StateName | BlueprintPure | Returns the rendering layer ID for a given diplomatic state name. |
Archway|Diplomacy
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RemoveStateForSegment | void | FName SegmentID | BlueprintCallable | Removes the diplomatic state from a segment, reverting to default. |
GetStateForSegment | FName | FName SegmentID | BlueprintCallable, BlueprintPure | Query: returns the current diplomatic state for a segment. |
GetDefaultStateName | FName | `` | BlueprintPure | Returns the default diplomatic state name. |
Archway|Interaction
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
DrawInteractionOverlay | void | UTextureRenderTarget2D* OverlayRT, const TArray<FName>& TerritoriesToHighlight, uint8 MapMode, FBorderRenderConfig OverrideConfig, bool bUseDefaultConfig = true | BlueprintCallable | Draws interaction highlight overlay on a render target for specific territories. |
Archway|Dynamic Border Rendering
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RenderTerritoriesToDynamicBorder | void | UTextureRenderTarget2D* TargetRT, const TArray<FName>& TerritoryIDs, uint8 MapMode, FIntPoint SourceResolution, bool bClearRT = true | BlueprintCallable | Rend les borders de territoires via le systeme de rendu de border dynamique. |
Label
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
SetSplinePaths | void | const TArray<FSplinePathData>& NewSplinePaths | BlueprintCallable | Sets the spline paths along which label text will be laid out. |
SetText | void | const FString& NewText | BlueprintCallable | Sets the text string to display for this label. |
Territory Manager|Label API
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
PushTerritoryLabelPaths | void | FName TerritoryID, uint8 MapMode, const TArray<FSplinePathData> &Paths | BlueprintCallable | Pushes label spline paths for a territory to the label system. |
GetTerritoryLabelPaths | bool | FName TerritoryID, uint8 MapMode, TArray<FSplinePathData> &OutPaths | BlueprintCallable | Retrieves label spline paths for a territory. |
Territory Manager|Query
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
GetProvincesForTerritory | TArray<FName> | FName TerritoryID, uint8 MapMode | BlueprintPure | Query: returns province IDs belonging to a territory in a map mode. |
GetAllRegisteredInstanceIDs | TArray<FName> | `` | BlueprintPure | Query: returns all registered instance IDs. |
GetInstanceIDsByMapMode | TArray<FName> | uint8 MapMode | BlueprintPure | Query: returns instance IDs filtered by map mode. |
GetInstanceIDsForTerritory | TArray<FName> | uint8 MapMode, FName TerritoryID | BlueprintPure | Query: returns instance IDs for a specific territory. |
GetInstanceIDsForTerritoryList | TArray<FName> | uint8 MapMode, const TArray<FName> &TerritoryIDs | BlueprintPure | Query: returns instance IDs for a list of territories. |
GetTerritoryLandmassCount | int32 | FName TerritoryID, uint8 MapMode, bool bDebugPoints = false | BlueprintPure | Query: returns the number of landmasses (border loops) for a territory. |
GetProvinceLandmassCount | int32 | FName ProvinceID, bool bDebugPoints = false | BlueprintPure | Query: returns the number of landmasses for a province. |
GetTerritoryLandmassCountFromProvince | int32 | FName ProvinceID, uint8 MapMode, bool bDebugPoints = false | BlueprintPure | Query: returns landmass count for the territory that owns a province. |
GetTerritoryPathLength | float | FName TerritoryID, uint8 MapMode | BlueprintPure | Query: returns the total border path length for a territory. |
Territory Manager|Rendering
| Fonction | Return | Parametres | Spec | Description |
|---|---|---|---|---|
RequestBatchUpdate_DynamicOnly | void | uint8 MapMode | BlueprintCallable | Requests a rendering batch update for dynamic (changed) territories only. |
RequestBatchUpdate_DirtyOnly | void | uint8 MapMode | BlueprintCallable | Requests a rendering batch update for dirty (needs-redraw) territories only. |
RequestAllBatchUpdate_DynamicOnly | void | `` | BlueprintCallable | Requests full rendering update for all dynamic territories. |
RequestAllBatchUpdate_DirtyOnly | void | `` | BlueprintCallable | Requests full rendering update for all dirty territories. |
Async Actions (Latent Nodes)
Les async actions sont des nœuds Blueprint asynchrones : ils exposent une broche Completed qui se déclenche quand l'opération se termine, sans bloquer le thread de jeu.
| Action | Description |
|---|---|
UAsyncAction_ExecuteGameLoad | Asynchronously loads game state from a save file. Returns a Completed delegate pin when loading finishes. |
UAsyncAction_ExecuteGameSave | Asynchronously saves current game state to disk. Returns a Completed delegate pin when saving finishes. |
UAsyncAction_LoadAndMergeLandmasses | Asynchronously loads and merges landmass geometry for multiple provinces. Provides progress updates during the multi-province load operation. |