// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "UObject/SoftObjectPtr.h" class UWorld; class UBlueprint; class ILevelInstanceInterface; class FPackedLevelActorUtils { public: static void GetPackedBlueprintsForWorldAsset(const TSoftObjectPtr& InWorldAsset, TSet>& OutPackedBlueprintAssets, bool bInLoadedOnly = false); static bool CanPack(); static void PackAllLoadedActors(); static bool CreateOrUpdateBlueprint(ILevelInstanceInterface* InLevelInstance, TSoftObjectPtr InBlueprintAsset, bool bCheckoutAndSave = true, bool bPromptForSave = true); static bool CreateOrUpdateBlueprint(TSoftObjectPtr InWorldAsset, TSoftObjectPtr InBlueprintAsset, bool bCheckoutAndSave = true, bool bPromptForSave = true); static void UpdateBlueprint(UBlueprint* InBlueprint, bool bCheckoutAndSave = true); }; #endif