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API > API/Editor > API/Editor/LandscapeEditor
| Name | ULandscapeEditorObject |
| Type | class |
| Header File | /Engine/Source/Editor/LandscapeEditor/Public/LandscapeEditorObject.h |
| Include Path | #include "LandscapeEditorObject.h" |
Syntax
UCLASS (MinimalAPI)
class ULandscapeEditorObject : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULandscapeEditorObject
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeEditorObject
(
const FObjectInitializer& ObjectInitializer |
LandscapeEditorObject.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NewLandscape_DefaultLocation | const FVector | LandscapeEditorObject.h | |
| NewLandscape_DefaultRotation | const FRotator | LandscapeEditorObject.h | |
| NewLandscape_DefaultScale | const FVector | LandscapeEditorObject.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AlphaBrushPanU | float | Horizontally offsets the brush mask texture. | LandscapeEditorObject.h |
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| AlphaBrushPanV | float | Vertically offsets the brush mask texture. | LandscapeEditorObject.h |
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| AlphaBrushRotation | float | Rotates the brush mask texture. | LandscapeEditorObject.h |
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| AlphaBrushScale | float | Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size. | LandscapeEditorObject.h |
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| AlphaTexture | TObjectPtr< UTexture2D > | Mask texture to use. | LandscapeEditorObject.h |
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| AlphaTextureChannel | ELandscapeTextureColorChannel | Channel of Mask Texture to use. | LandscapeEditorObject.h |
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| AlphaTextureData | TArray< uint8 > | LandscapeEditorObject.h |
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| AlphaTextureSizeX | int32 | LandscapeEditorObject.h |
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| AlphaTextureSizeY | int32 | LandscapeEditorObject.h |
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| bAlphaBrushAutoRotate | bool | Rotate brush to follow mouse. | LandscapeEditorObject.h |
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| bApplyToAllTargets | bool | If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel. | LandscapeEditorObject.h |
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| bApplyWithoutMovingPaint | bool | Apply brush continuously while held stationary, after a small delay. | LandscapeEditorObject.h |
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| bApplyWithoutMovingSculpt | bool | Apply brush continuously while held stationary, after a small delay. | LandscapeEditorObject.h |
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| bBrushComponentIncludeBorder | bool | LandscapeEditorObject.h |
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| bCombinedLayersOperation | bool | Use the combined result of the underlying layers as input to the operation. When not checked, it will use only the data in the currently selected layer as input. | LandscapeEditorObject.h |
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| bDetailSmooth | bool | If checked, performs a detail preserving smooth using the specified detail smoothing value. | LandscapeEditorObject.h |
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| bErosionUseLayerHardness | bool | Whether the erosion tool should take into account the paint layer's hardness parameter (a hardness of 0 means the layer is fully affected by erosion, while 1 means fully unaffected) | LandscapeEditorObject.h |
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| bExportEditLayer | bool | LandscapeEditorObject.h |
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| bExportSingleFile | bool | LandscapeEditorObject.h |
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| bFlattenEyeDropperModeActivated | bool | Whether the Eye Dropper mode is activated. | LandscapeEditorObject.h |
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| bFlattenEyeDropperModeMousingOverViewport | bool | When in Eye Dropper mode, indicates whether we're currently mousing over the viewport. | LandscapeEditorObject.h |
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| bFlipYAxis | bool | LandscapeEditorObject.h |
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| bHeightmapSelected | bool | LandscapeEditorObject.h |
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| bHErosionDetailSmooth | bool | If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value. | LandscapeEditorObject.h |
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| BlueprintBrush | TSubclassOf< ALandscapeBlueprintBrushBase > | Selects the blueprint brush to apply to the current edit layer. Click on the landscape to apply it. | LandscapeEditorObject.h |
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| bPickValuePerApply | bool | Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point. | LandscapeEditorObject.h |
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| BrushComponentSize | int32 | Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc. | LandscapeEditorObject.h |
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| BrushFalloff | float | The falloff at the edge of the sculpt brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. | LandscapeEditorObject.h |
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| BrushRadius | float | The radius of the sculpt brush, in unreal units. | LandscapeEditorObject.h |
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| bShowFlattenTargetPreview | bool | Whether to show the preview grid for the flatten target height. | LandscapeEditorObject.h |
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| bSmoothGizmoBrush | bool | Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp. | LandscapeEditorObject.h |
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| bTargetDisplayOrdersAscending | bool | LandscapeEditorObject.h |
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| bUseClayBrush | bool | Selects the Clay Brush painting mode. | LandscapeEditorObject.h |
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| bUseFlattenTarget | bool | Enable to flatten towards a target height. | LandscapeEditorObject.h |
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| bUseNegativeMask | bool | If enabled, protects the selected region from changes If disabled, only allows changes in the selected region | LandscapeEditorObject.h |
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| bUseSelectedRegion | bool | Uses selected region as a mask for other tools. | LandscapeEditorObject.h |
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| bUseSlopeFlatten | bool | Flattens to the angle of the clicked point, instead of horizontal. | LandscapeEditorObject.h |
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| bUseWeightTargetValue | bool | Enable to make tools blend towards a target value. | LandscapeEditorObject.h |
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| bUseWorldSpacePatternBrush | bool | Tile the pattern in world space (this only takes scale and position into account, not rotation) | LandscapeEditorObject.h |
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| CurrentGizmoActor | TWeakObjectPtr< ALandscapeGizmoActiveActor > | LandscapeEditorObject.h |
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| DetailScale | float | Larger detail smoothing values remove more details, while smaller values preserve more details. | LandscapeEditorObject.h |
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| ErodeIterationNum | int32 | Number of erosion iterations, more means more erosion but is slower. | LandscapeEditorObject.h |
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| ErodeSurfaceThickness | int32 | The thickness of the surface for the layer weight erosion effect. | LandscapeEditorObject.h |
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| ErodeThresh | int32 | The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied. | LandscapeEditorObject.h |
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| ErosionNoiseMode | ELandscapeToolErosionMode | Whether to erode by lowering, raising, or both. | LandscapeEditorObject.h |
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| ErosionNoiseScale | float | The size of the perlin noise filter used. | LandscapeEditorObject.h |
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| FlattenEyeDropperModeDesiredTarget | float | LandscapeEditorObject.h |
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| FlattenMode | ELandscapeToolFlattenMode | Whether to flatten by lowering, raising, both or terracing. | LandscapeEditorObject.h |
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| FlattenTarget | float | Target height to flatten towards (in Unreal Units) | LandscapeEditorObject.h |
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| GizmoHeightmapFilenameString | FString | LandscapeEditorObject.h |
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| GizmoImportLayers | TArray< FGizmoImportLayer > | LandscapeEditorObject.h |
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| GizmoImportSize | FIntPoint | LandscapeEditorObject.h |
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| HeightmapExportFilename | FString | LandscapeEditorObject.h |
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| HeightmapImportDescriptor | FLandscapeImportDescriptor | LandscapeEditorObject.h |
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| HeightmapImportDescriptorIndex | int32 | LandscapeEditorObject.h |
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| HErodeIterationNum | int32 | Number of erosion iterations, more means more erosion but is slower. | LandscapeEditorObject.h |
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| HErosionDetailScale | float | Larger detail smoothing values remove more details, while smaller values preserve more details. | LandscapeEditorObject.h |
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| ImportExportMode | ELandscapeImportExportMode | LandscapeEditorObject.h |
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| ImportLandscape_AlphamapType | ELandscapeImportAlphamapType | Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE uses additive internally) | LandscapeEditorObject.h |
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| ImportLandscape_GizmoLocalPosition | FIntPoint | LandscapeEditorObject.h |
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| ImportLandscape_Height | uint32 | LandscapeEditorObject.h |
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| ImportLandscape_HeightmapErrorMessage | FText | LandscapeEditorObject.h |
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| ImportLandscape_HeightmapFilename | FString | Specify a height map file in 16-bit RAW or PNG format. | LandscapeEditorObject.h |
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| ImportLandscape_HeightmapImportResult | ELandscapeImportResult | LandscapeEditorObject.h |
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| ImportLandscape_Layers | TArray< FLandscapeImportLayer > | The landscape layers that will be created via Import tab. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers. | LandscapeEditorObject.h |
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| ImportLandscape_Width | uint32 | LandscapeEditorObject.h |
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| ImportType | ELandscapeImportTransformType | LandscapeEditorObject.h |
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| LastImportPath | FString | New Landscape. | LandscapeEditorObject.h | |
| MaximumValueRadius | float | I have no idea what this is for but it's used by the noise and erosion tools, and isn't exposed to the UI. | LandscapeEditorObject.h |
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| MirrorOp | ELandscapeMirrorOperation | Type of mirroring operation to perform e.g. "Minus X To Plus X" copies and flips the -X half of the landscape onto the +X half. | LandscapeEditorObject.h |
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| MirrorPoint | FVector2D | Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed! | LandscapeEditorObject.h |
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| MirrorSmoothingWidth | int32 | Number of vertices either side of the mirror plane to smooth over. | LandscapeEditorObject.h |
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| NewLandscape_ComponentCount | FIntPoint | The number of components in the X and Y direction, determining the overall size of the landscape. | LandscapeEditorObject.h |
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| NewLandscape_Layers | TArray< FLandscapeImportLayer > | The landscape layers that will be created via New tab. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers. | LandscapeEditorObject.h |
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| NewLandscape_Location | FVector | The location of the new landscape. | LandscapeEditorObject.h |
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| NewLandscape_Material | TWeakObjectPtr< UMaterialInterface > | Material initially applied to the landscape. Setting a material here exposes properties for setting up layer info based on the landscape blend nodes in the material. | LandscapeEditorObject.h |
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| NewLandscape_QuadsPerSection | int32 | The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering. | LandscapeEditorObject.h |
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| NewLandscape_Rotation | FRotator | The rotation of the new landscape. | LandscapeEditorObject.h |
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| NewLandscape_Scale | FVector | The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units. | LandscapeEditorObject.h |
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| NewLandscape_SectionsPerComponent | int32 | The number of sections in a single landscape component. This along with the section size determines the size of each landscape component. A component is the base unit of rendering and culling. | LandscapeEditorObject.h |
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| NoiseMode | ELandscapeToolNoiseMode | Whether to apply noise that raises, lowers, or both. | LandscapeEditorObject.h |
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| NoiseScale | float | The size of the perlin noise filter used. | LandscapeEditorObject.h |
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| PaintBrushFalloff | float | The falloff at the edge of the paint brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. | LandscapeEditorObject.h |
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| PaintBrushRadius | float | The radius of the paint brush, in unreal units. | LandscapeEditorObject.h |
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| PaintingRestriction | ELandscapeLayerPaintingRestriction | Limits painting to only the components that already have the selected layer. | LandscapeEditorObject.h |
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| PaintToolStrength | float | Strength of the Paint tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. | LandscapeEditorObject.h |
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| ParentMode | FEdModeLandscape * | LandscapeEditorObject.h | ||
| PasteMode | ELandscapeToolPasteMode | Whether to paste will only raise, only lower, or both. | LandscapeEditorObject.h |
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| RainAmount | int32 | The amount of rain to apply to the surface. Larger values will result in more erosion. | LandscapeEditorObject.h |
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| RainDistMode | ELandscapeToolHydroErosionMode | Selects how rain is distributed over the brush area for hydro erosion. | LandscapeEditorObject.h |
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| RainDistScale | float | The size of the noise filter for applying initial rain to the surface. | LandscapeEditorObject.h |
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| RampSideFalloff | float | Falloff on side of ramp. | LandscapeEditorObject.h |
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| RampWidth | float | Width of ramp. | LandscapeEditorObject.h |
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| ResizeLandscape_ComponentCount | FIntPoint | Number of components in resulting landscape. | LandscapeEditorObject.h |
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| ResizeLandscape_ConvertMode | ELandscapeConvertMode | Determines how the new component size will be applied to the existing landscape geometry. | LandscapeEditorObject.h |
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| ResizeLandscape_Original_ComponentCount | FIntPoint | LandscapeEditorObject.h | ||
| ResizeLandscape_Original_QuadsPerSection | int32 | LandscapeEditorObject.h | ||
| ResizeLandscape_Original_SectionsPerComponent | int32 | LandscapeEditorObject.h | ||
| ResizeLandscape_QuadsPerSection | int32 | Number of quads per landscape component section. | LandscapeEditorObject.h |
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| ResizeLandscape_SectionsPerComponent | int32 | Number of sections per landscape component. | LandscapeEditorObject.h |
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| SedimentCapacity | float | The amount of sediment that the water can carry. Larger values will result in more erosion. | LandscapeEditorObject.h |
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| ShowUnusedLayers | bool | Show layers that are not currently being painted anywhere. | LandscapeEditorObject.h |
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| SmoothFilterKernelSize | int32 | The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details | LandscapeEditorObject.h |
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| SnapMode | ELandscapeGizmoSnapType | LandscapeEditorObject.h |
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| TargetDisplayOrder | ELandscapeLayerDisplayMode | Display order of the targets. | LandscapeEditorObject.h |
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| TargetLayerAssetFilePath | FLandscapeTargetLayerAssetFilePath | LandscapeEditorObject.h |
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| TargetLayersFilterString | FString | This allows to hide layer names that do not match the filter. | LandscapeEditorObject.h |
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| TerraceInterval | float | Height of the terrace intervals in unreal units, for the terrace flatten mode. | LandscapeEditorObject.h |
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| TerraceSmooth | float | Smoothing value for terrace flatten mode. | LandscapeEditorObject.h |
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| ToolStrength | float | Strength of the Sculpt tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. | LandscapeEditorObject.h |
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| WeightTargetValue | float | Enable to make tools blend towards a target value. | LandscapeEditorObject.h |
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| WorldPartitionGridSize | uint32 | LandscapeEditorObject.h |
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| WorldPartitionRegionSize | uint32 | LandscapeEditorObject.h |
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| WorldSpacePatternBrushSettings | FLandscapePatternBrushWorldSpaceSettings | LandscapeEditorObject.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ImportLandscape_Data | TArray< uint16 > | LandscapeEditorObject.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AutoFillTargetLayers
(
const FString& DefaultTargetLayerAssetPath, |
LandscapeEditorObject.h | ||
int32 CalcComponentsCount
(
int32 InResolution |
LandscapeEditorObject.h | ||
void ChooseBestComponentSizeForImport() |
LandscapeEditorObject.h | ||
int32 ClampLandscapeSize
(
int32 InComponentsCount |
LandscapeEditorObject.h | ||
void ClearImportLandscapeData() |
LandscapeEditorObject.h | ||
ELandscapeImportResult CreateImportLayersInfo
(
TArray< FLandscapeImportLayerInfo >& OutImportLayerInfos |
LandscapeEditorObject.h | ||
ELandscapeImportResult CreateNewLayersInfo
(
TArray< FLandscapeImportLayerInfo >& OutNewLayerInfos |
LandscapeEditorObject.h | ||
void ExpandImportData
(
TArray< uint16 >& OutHeightData, |
LandscapeEditorObject.h | ||
float GetCurrentToolBrushFalloff() |
LandscapeEditorObject.h | ||
float GetCurrentToolBrushRadius() |
LandscapeEditorObject.h | ||
float GetCurrentToolStrength() |
LandscapeEditorObject.h | ||
float GetFlattenTarget
(
bool bInReturnPreviewValueIfActive |
LandscapeEditorObject.h | ||
const TArray< uint16 > & GetImportLandscapeData() |
LandscapeEditorObject.h | ||
bool HasValidAlphaTextureData() |
LandscapeEditorObject.h | ||
void ImportLandscapeData() |
LandscapeEditorObject.h | ||
void InitializeDefaultHeightData
(
TArray< uint16 >& OutData |
LandscapeEditorObject.h | ||
void Load() |
Load UI settings from ini file | LandscapeEditorObject.h | |
void NewLandscape_ClampSize() |
LandscapeEditorObject.h | ||
void OnChangeImportLandscapeResolution
(
int32 DescriptorIndex |
LandscapeEditorObject.h | ||
void OnImportHeightmapFilenameChanged() |
LandscapeEditorObject.h | ||
void OnImportWeightmapFilenameChanged() |
LandscapeEditorObject.h | ||
void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
LandscapeEditorObject.h | ||
void RefreshImportLayersList
(
bool bRefreshFromTarget, |
LandscapeEditorObject.h | ||
void RefreshImports() |
LandscapeEditorObject.h | ||
void RefreshLayerImport
(
FLandscapeImportLayer& ImportLayer |
LandscapeEditorObject.h | ||
void RefreshLayerImports() |
LandscapeEditorObject.h | ||
void Save() |
Save UI settings to ini file | LandscapeEditorObject.h | |
void SetAlphaTexture
(
UTexture2D* InTexture, |
Alpha/Pattern Brush. | LandscapeEditorObject.h | |
void SetbUseNegativeMask
(
bool InbUseNegativeMask |
LandscapeEditorObject.h | ||
void SetbUseSelectedRegion
(
bool InbUseSelectedRegion |
Region. | LandscapeEditorObject.h | |
void SetCurrentToolBrushFalloff
(
float NewBrushFalloff |
LandscapeEditorObject.h | ||
void SetCurrentToolBrushRadius
(
float NewBrushStrength |
LandscapeEditorObject.h | ||
void SetCurrentToolStrength
(
float NewToolStrength |
LandscapeEditorObject.h | ||
void SetGizmoSnapMode
(
ELandscapeGizmoSnapType SnapMode |
LandscapeEditorObject.h | ||
void SetParent
(
FEdModeLandscape* LandscapeParent |
LandscapeEditorObject.h | ||
void SetPasteMode
(
ELandscapeToolPasteMode InPasteMode |
Copy/Paste. | LandscapeEditorObject.h | |
void UpdateComponentCount() |
LandscapeEditorObject.h | ||
void UpdateComponentLayerAllowList() |
LandscapeEditorObject.h | ||
void UpdateTargetLayerDisplayOrder() |
LandscapeEditorObject.h | ||
bool UseSingleFileImport() |
LandscapeEditorObject.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool LoadAlphaTextureSourceData
(
UTexture2D* InTexture, |
LandscapeEditorObject.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanHaveLayersContent_DEPRECATED | bool | LandscapeEditorObject.h |
|