AActor::GetDataLayerInstances
#include "GameFramework/Actor.h"
Access: public
Description
Returns all UDataLayerInstance objects this actor belongs to, resolving both the actor's DataLayerAssets list and any inherited parent data layers.
Caveats & Gotchas
- • The overload that takes an AWorldDataLayers pointer is deprecated since 5.1. Always call the zero-parameter version in current code.
- • This function resolves asset references at call time and can involve map lookups — avoid calling it in performance-critical loops. Cache the result if you need it repeatedly within a frame.
- • Only available at runtime when a UWorldPartition subsystem exists. In non-World Partition levels the returned array will always be empty.
Signature
ENGINE_API TArray<const UDataLayerInstance*> GetDataLayerInstances() const; Return Type
TArray<const UDataLayerInstance*> Example
List all data layer instances an actor belongs to C++
TArray<const UDataLayerInstance*> Layers = MyActor->GetDataLayerInstances();
for (const UDataLayerInstance* Layer : Layers)
{
UE_LOG(LogGame, Log, TEXT("Actor is in data layer: %s"), *Layer->GetDataLayerFullName());
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.0 | stable | Introduced with World Partition data layer asset system. |
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