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API > API/Editor > API/Editor/LandscapeEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- ULandscapeEditorObject
References
| Module | LandscapeEditor |
| Header | /Engine/Source/Editor/LandscapeEditor/Public/LandscapeEditorObject.h |
| Include | #include "LandscapeEditorObject.h" |
Syntax
class ULandscapeEditorObject : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AlphaBrushPanU | Horizontally offsets the brush mask texture. | |
| float | AlphaBrushPanV | Vertically offsets the brush mask texture. | |
| float | AlphaBrushRotation | Rotates the brush mask texture. | |
| float | AlphaBrushScale | Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size. | |
| TObjectPtr< UTexture2D > | AlphaTexture | Mask texture to use. | |
| ELandscapeTextureColorChannel | AlphaTextureChannel | Channel of Mask Texture to use. | |
| TArray< uint8 > | AlphaTextureData | ||
| int32 | AlphaTextureSizeX | ||
| int32 | AlphaTextureSizeY | ||
| bool | bAlphaBrushAutoRotate | Rotate brush to follow mouse. | |
| bool | bApplyToAllTargets | If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel. | |
| bool | bBrushComponentIncludeBorder | ||
| bool | bCanHaveLayersContent | ||
| bool | bCombinedLayersOperation | ||
| bool | bDetailSmooth | If checked, performs a detail preserving smooth using the specified detail smoothing value. | |
| bool | bExportEditLayer | ||
| bool | bExportSingleFile | ||
| bool | bFlattenEyeDropperModeActivated | Whether the Eye Dropper mode is activated. | |
| bool | bFlipYAxis | ||
| bool | bHeightmapSelected | ||
| bool | bHErosionDetailSmooth | If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value. | |
| TSubclassOf< ALandscapeBlueprintBrushBase > | BlueprintBrush | ||
| bool | bPickValuePerApply | Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point. | |
| int32 | BrushComponentSize | Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc. | |
| float | BrushFalloff | The falloff at the edge of the sculpt brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. | |
| float | BrushRadius | The radius of the sculpt brush, in unreal units. | |
| bool | bShowFlattenTargetPreview | Whether to show the preview grid for the flatten target height. | |
| bool | bSmoothGizmoBrush | Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp. | |
| bool | bUseClayBrush | Selects the Clay Brush painting mode. | |
| bool | bUseFlattenTarget | Enable to flatten towards a target height. | |
| bool | bUseNegativeMask | If enabled, protects the selected region from changes If disabled, only allows changes in the selected region | |
| bool | bUseSelectedRegion | Uses selected region as a mask for other tools. | |
| bool | bUseSlopeFlatten | Flattens to the angle of the clicked point, instead of horizontal. | |
| bool | bUseWeightTargetValue | Enable to make tools blend towards a target value. | |
| bool | bUseWorldSpacePatternBrush | ||
| int32 | CurrentLayerIndex | ||
| float | DetailScale | Larger detail smoothing values remove more details, while smaller values preserve more details. | |
| int32 | ErodeIterationNum | Number of erosion iterations, more means more erosion but is slower. | |
| int32 | ErodeSurfaceThickness | The thickness of the surface for the layer weight erosion effect. | |
| int32 | ErodeThresh | The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied. | |
| ELandscapeToolErosionMode | ErosionNoiseMode | Whether to erode by lowering, raising, or both. | |
| float | ErosionNoiseScale | The size of the perlin noise filter used. | |
| float | FlattenEyeDropperModeDesiredTarget | ||
| ELandscapeToolFlattenMode | FlattenMode | Whether to flatten by lowering, raising, both or terracing. | |
| float | FlattenTarget | Target height to flatten towards (in Unreal Units) | |
| FString | GizmoHeightmapFilenameString | ||
| TArray< FGizmoHistory > | GizmoHistories | ||
| TArray< FGizmoImportLayer > | GizmoImportLayers | ||
| FIntPoint | GizmoImportSize | ||
| FString | HeightmapExportFilename | ||
| FLandscapeImportDescriptor | HeightmapImportDescriptor | ||
| int32 | HeightmapImportDescriptorIndex | ||
| int32 | HErodeIterationNum | Number of erosion iterations, more means more erosion but is slower. | |
| float | HErosionDetailScale | Larger detail smoothing values remove more details, while smaller values preserve more details. | |
| ELandscapeImportExportMode | ImportExportMode | ||
| ELandscapeImportAlphamapType | ImportLandscape_AlphamapType | Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE uses additive internally) | |
| FIntPoint | ImportLandscape_GizmoLocalPosition | ||
| uint32 | ImportLandscape_Height | ||
| FText | ImportLandscape_HeightmapErrorMessage | ||
| FString | ImportLandscape_HeightmapFilename | Specify a height map file in 16-bit RAW or PNG format. | |
| ELandscapeImportResult | ImportLandscape_HeightmapImportResult | ||
| TArray< FLandscapeImportLayer > | ImportLandscape_Layers | The landscape layers that will be created. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers. | |
| uint32 | ImportLandscape_Width | ||
| ELandscapeImportTransformType | ImportType | ||
| FString | LastImportPath | New Landscape. | |
| float | MaximumValueRadius | 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. | |
| ELandscapeMirrorOperation | MirrorOp | 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. | |
| FVector2D | MirrorPoint | Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed! | |
| int32 | MirrorSmoothingWidth | Number of vertices either side of the mirror plane to smooth over. | |
| FIntPoint | NewLandscape_ComponentCount | The number of components in the X and Y direction, determining the overall size of the landscape. | |
| FVector | NewLandscape_Location | The location of the new landscape. | |
| TWeakObjectPtr< UMaterialInterface > | NewLandscape_Material | 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. | |
| int32 | NewLandscape_QuadsPerSection | The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering. | |
| FRotator | NewLandscape_Rotation | The rotation of the new landscape. | |
| FVector | NewLandscape_Scale | The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units. | |
| int32 | NewLandscape_SectionsPerComponent | 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. | |
| ELandscapeToolNoiseMode | NoiseMode | Whether to apply noise that raises, lowers, or both. | |
| float | NoiseScale | The size of the perlin noise filter used. | |
| float | PaintBrushFalloff | The falloff at the edge of the point brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. | |
| float | PaintBrushRadius | The radius of the paint brush, in unreal units. | |
| ELandscapeLayerPaintingRestriction | PaintingRestriction | Limits painting to only the components that already have the selected layer. | |
| float | PaintToolStrength | Strength of the Paint tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. | |
| FEdModeLandscape * | ParentMode | ||
| ELandscapeToolPasteMode | PasteMode | Whether to paste will only raise, only lower, or both. | |
| int32 | RainAmount | The amount of rain to apply to the surface. Larger values will result in more erosion. | |
| ELandscapeToolHydroErosionMode | RainDistMode | Initial Rain Distribution. | |
| float | RainDistScale | The size of the noise filter for applying initial rain to the surface. | |
| float | RampSideFalloff | Falloff on side of ramp. | |
| float | RampWidth | Width of ramp. | |
| FIntPoint | ResizeLandscape_ComponentCount | Number of components in resulting landscape. | |
| ELandscapeConvertMode | ResizeLandscape_ConvertMode | Determines how the new component size will be applied to the existing landscape geometry. | |
| FIntPoint | ResizeLandscape_Original_ComponentCount | ||
| int32 | ResizeLandscape_Original_QuadsPerSection | ||
| int32 | ResizeLandscape_Original_SectionsPerComponent | ||
| int32 | ResizeLandscape_QuadsPerSection | Number of quads per landscape component section. | |
| int32 | ResizeLandscape_SectionsPerComponent | Number of sections per landscape component. | |
| float | SedimentCapacity | The amount of sediment that the water can carry. Larger values will result in more erosion. | |
| bool | ShowUnusedLayers | ||
| int32 | SmoothFilterKernelSize | The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details | |
| ELandscapeGizmoSnapType | SnapMode | ||
| ELandscapeLayerDisplayMode | TargetDisplayOrder | Display order of the targets. | |
| float | TerraceInterval | Height of the terrace intervals in unreal units, for the terrace flatten mode. | |
| float | TerraceSmooth | Smoothing value for terrace flatten mode. | |
| float | ToolStrength | Strength of the Sculpt tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. | |
| float | WeightTargetValue | Enable to make tools blend towards a target value. | |
| uint32 | WorldPartitionGridSize | ||
| uint32 | WorldPartitionRegionSize | ||
| FLandscapePatternBrushWorldSpaceSettings | WorldSpacePatternBrushSettings |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULandscapeEditorObject
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | CalcComponentsCount
(
int32 InResolution |
||
| void | |||
| int32 | ClampLandscapeSize
(
int32 InComponentsCount |
||
| void | |||
| ELandscapeImportResult | CreateImportLayersInfo
(
TArray< FLandscapeImportLayerInfo >& OutImportLayerInfos |
||
| ELandscapeImportResult | CreateNewLayersInfo
(
TArray< FLandscapeImportLayerInfo >& OutNewLayerInfos |
||
| void | ExpandImportData
(
TArray< uint16 >& OutHeightData, |
||
| float | |||
| float | |||
| float | |||
| const TArray< uint16 > & | |||
| bool | |||
| void | |||
| void | InitializeDefaultHeightData
(
TArray< uint16 >& OutData |
||
| void | Load () |
Load UI settings from ini file | |
| void | |||
| void | OnChangeImportLandscapeResolution
(
int32 DescriptorIndex |
||
| void | |||
| void | |||
| void | RefreshImportLayersList
(
bool bRefreshFromTarget |
||
| void | |||
| void | RefreshLayerImport
(
FLandscapeImportLayer& ImportLayer |
||
| void | |||
| void | Save () |
Save UI settings to ini file | |
| void | SetAlphaTexture
(
UTexture2D* InTexture, |
Alpha/Pattern Brush. | |
| void | SetbUseNegativeMask
(
bool InbUseNegativeMask |
||
| void | SetbUseSelectedRegion
(
bool InbUseSelectedRegion |
Region. | |
| void | SetCurrentToolBrushFalloff
(
float NewBrushFalloff |
||
| void | SetCurrentToolBrushRadius
(
float NewBrushStrength |
||
| void | SetCurrentToolStrength
(
float NewToolStrength |
||
| void | SetGizmoSnapMode
(
ELandscapeGizmoSnapType SnapMode |
||
| void | SetParent
(
FEdModeLandscape* LandscapeParent |
||
| void | SetPasteMode
(
ELandscapeToolPasteMode InPasteMode |
Copy/Paste. | |
| void | |||
| void | |||
| void | |||
| void | |||
| bool |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |