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AActor::Layers

property Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYEditAnywhereAdvancedDisplay

Description

The editor layer names this actor belongs to. Stored outside editor-only data so that level designers can toggle layer visibility at runtime for profiling purposes.

Caveats & Gotchas

  • These are the old UE4-era Layer system, not the World Partition Data Layer system (UDataLayerAsset). They serve a completely different purpose and are managed separately in the Layers panel.
  • Although the property is stored in runtime data to enable runtime layer-visibility toggling, the Layers panel UI is editor-only. Modifying this array at runtime has no visible effect unless your own code explicitly reads it.

Signature

UPROPERTY(EditAnywhere, AdvancedDisplay, Category = Actor)
TArray< FName > Layers;

Example

Check if actor belongs to a layer at runtime C++
FName ProfilingLayer = FName("ProfilingActors");
if (MyActor->Layers.Contains(ProfilingLayer))
{
    MyActor->SetActorHiddenInGame(true);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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