Navigation
API > API/Editor > API/Editor/UnrealEd
This is Hierarchical LOD builder
This builds list of clusters and make sure it's sorted in the order of lower cost to high and merge clusters
| Name | FHierarchicalLODBuilder |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/HierarchicalLOD.h |
| Include Path | #include "HierarchicalLOD.h" |
Syntax
struct FHierarchicalLODBuilder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FHierarchicalLODBuilder
(
UWorld* InWorld, |
HierarchicalLOD.h | ||
| DO NOT USE. This constructor is for internal usage only for hot-reload purposes. | HierarchicalLOD.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPersistentLevelOnly | bool | Whether we should build HLOD for all sublevels or only the persistent level | HierarchicalLOD.h | |
| Clusters | TArray< FLODCluster, TMemStackAllocator<> > | Array of LOD Clusters - this is only valid within scope since mem stack allocator | HierarchicalLOD.h | |
| HLODSettings | const UHierarchicalLODSettings * | HierarchicalLOD.h | ||
| HLODVolumeActors | TMap< ALODActor *, AHierarchicalLODVolume * > | HierarchicalLOD.h | ||
| HLODVolumeClusters | TMap< AHierarchicalLODVolume *, FLODCluster > | Array of LOD clusters created for the HierachicalLODVolumes found within the level | HierarchicalLOD.h | |
| LODLevelLODActors | TArray< TArray< ALODActor * > > | LOD Actors per HLOD level | HierarchicalLOD.h | |
| NewLODActors | TArray< ALODActor * > | Newly spawned LODActors from cluster(s) rebuilding | HierarchicalLOD.h | |
| OldLODActors | TArray< ALODActor * > | Previous LODActors found in level | HierarchicalLOD.h | |
| RejectedActorsInLevel | TArray< AActor * > | Actors which were rejected from the previous HLOD level(s) | HierarchicalLOD.h | |
| TempLevel | ULevel * | Temporary LODActor levels | HierarchicalLOD.h | |
| ValidStaticMeshActorsInLevel | TArray< AActor * > | Valid Static Mesh actors in level (populated during initialize clusters) | HierarchicalLOD.h | |
| World | UWorld * | Owning world HLODs are created for | HierarchicalLOD.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Build() |
Build, Builds the clusters and spawn LODActors with their merged Static Meshes | HierarchicalLOD.h | |
void BuildMeshesForLODActors
(
bool bForceAll |
Builds the LOD meshes for all LODActors inside of the World's Levels | HierarchicalLOD.h | |
void BuildMeshForLODActor
(
ALODActor* LODActor, |
Build a single LOD Actor's mesh | HierarchicalLOD.h | |
void ClearHLODs() |
Clear all the HLODs and the ALODActors that were created for them | HierarchicalLOD.h | |
void ClearPreviewBuild() |
Clear only the ALODActorsPreview | HierarchicalLOD.h | |
void DeleteEmptyHLODPackages
(
ULevel* InLevel |
Delete HLOD packages that are empty. | HierarchicalLOD.h | |
| Get the list of mesh packages to save for a given level | HierarchicalLOD.h | ||
bool NeedsBuild
(
bool bInForce |
HierarchicalLOD.h | ||
void PreviewBuild() |
PreviewBuild, Builds the clusters and spawns LODActors but without actually creating/merging new StaticMeshes | HierarchicalLOD.h | |
void SaveMeshesForActors() |
Saves HLOD meshes for actors in all the World's levels | HierarchicalLOD.h |