ObjectTools::CleanupAfterSuccessfulDelete(pa, /*bPerformReferenceCheck*/false);
void UEditorToolBPLibrary::DelPartitionActorAsset(AActor* MyActor)
{
if (MyActor)
{
UWorld* MyWorld = MyActor->GetWorld();
if (MyWorld)
{
UWorldPartition* MyWorldPartition = MyWorld->GetWorldPartition();
if (MyWorldPartition)
{
UE_LOG(LogTemp, Log, TEXT("ddddddddddddd: %d"), MyWorldPartition->GetActorDescCount());
//RemoveActor(MyActor->GetActorGuid());
FWorldPartitionActorDesc* dec = MyWorldPartition->GetActorDesc(MyActor->GetActorGuid());
if (dec)
{
FString packagePath=dec->GetActorPackage().ToString();
UPackage* myPackage = CreatePackage(nullptr, *packagePath);
TArray<UPackage*> pa;
pa.Add(myPackage);
ObjectTools::CleanupAfterSuccessfulDelete(pa, /*bPerformReferenceCheck*/false);
}
}
}
}
}