void FLayers::RemoveViewFromActorViewVisibility( FLevelEditorViewportClient* ViewportClient ) { const int32 ViewIndex = ViewportClient->ViewIndex; // get the bit for the view index uint64 ViewBit = ((uint64)1 << ViewIndex); // get all bits under that that we want to keep uint64 KeepBits = ViewBit - 1; // Iterate over all actors, looking for actors in the specified layers. for( FActorIterator It(ViewportClient->GetWorld()) ; It ; ++It ) { const TWeakObjectPtr< AActor > Actor = *It; if( !IsActorValidForLayer( Actor ) ) { continue; } // remember original bits uint64 OriginalHiddenViews = Actor->HiddenEditorViews; uint64 Was = Actor->HiddenEditorViews; // slide all bits higher than ViewIndex down one since the view is being removed from Editor uint64 LowBits = Actor->HiddenEditorViews & KeepBits; // now slide the top bits down by ViewIndex + 1 (chopping off ViewBit) uint64 HighBits = Actor->HiddenEditorViews >> (ViewIndex + 1); // then slide back up by ViewIndex, which will now have erased ViewBit, as well as leaving 0 in the low bits HighBits = HighBits << ViewIndex; // put it all back together Actor->HiddenEditorViews = LowBits | HighBits; // reregister if we changed the visibility bits, as the rendering thread needs them if (OriginalHiddenViews == Actor->HiddenEditorViews) { continue; } // Find all registered primitive components and update the scene proxy with the actors updated visibility map TInlineComponentArray<UPrimitiveComponent*> Components; Actor->GetComponents(Components); for( int32 ComponentIdx = 0; ComponentIdx < Components.Num(); ++ComponentIdx ) { UPrimitiveComponent* PrimitiveComponent = Components[ComponentIdx]; if (PrimitiveComponent->IsRegistered()) { // Push visibility to the render thread PrimitiveComponent->PushEditorVisibilityToProxy( Actor->HiddenEditorViews ); } } } }