Description
Returns true if this actor belongs to the specified data layer asset. There is also an overload that accepts a UDataLayerInstance pointer.
Caveats & Gotchas
- • The overload taking FActorDataLayer is deprecated since UE 5.1. Convert data layers to assets using the UDataLayerToAssetCommandlet before calling this function.
- • Passing a null pointer always returns false rather than asserting — safe to call on unvalidated references, but make sure a false result is not silently masking a missing asset.
Signature
ENGINE_API bool ContainsDataLayer(const UDataLayerAsset* DataLayerAsset) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DataLayerAsset | const UDataLayerAsset* | The data layer asset to test for membership. | — |
Return Type
bool Example
Gate logic on data layer membership C++
if (MyActor->ContainsDataLayer(EnemyDataLayerAsset))
{
// This actor is part of the enemy data layer
RegisterWithEnemyManager(MyActor);
} Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.0 | stable | Asset-based overload introduced with World Partition. |
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