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API > API/Plugins > API/Plugins/LandmassEditor
| Name | ALandmassManagerBase |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Landmass/Source/Editor/Public/LandmassManagerBase.h |
| Include Path | #include "LandmassManagerBase.h" |
Syntax
UCLASS (Blueprintable, HideCategories=(Replication, Input, LOD, Actor, Cooking, Rendering))
class ALandmassManagerBase : public ALandscapeBlueprintBrushBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALandscapeBlueprintBrushBase → ALandmassManagerBase
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALandmassManagerBase() |
LandmassManagerBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BrushNodeData | TArray< FBrushDataTree > | LandmassManagerBase.h |
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| BrushTreeDepth | int32 | LandmassManagerBase.h |
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| LandmassBrushes | TArray< TObjectPtr< ALandmassActor > > | LandmassManagerBase.h |
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| LandscapeInformation | FLandmassLandscapeInfo | LandmassManagerBase.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bWasSelected | bool | LandmassManagerBase.h | ||
| DetailPanelLandscape | TObjectPtr< ALandscape > | The owning landscape. | LandmassManagerBase.h |
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| OnActorSelectionChangedHandle | FDelegateHandle | LandmassManagerBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActorSelectionChanged
(
bool bSelected |
LandmassManagerBase.h |
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void AddBrushToArray
(
ALandmassActor* BrushToAdd |
LandmassManagerBase.h |
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| LandmassManagerBase.h |
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void ConsolidateNodes
(
TArray< int32 >& NodesToConsolidate |
LandmassManagerBase.h |
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int32 Convert2DTo1D
(
const FIntPoint& Index2D, |
LandmassManagerBase.h | ||
void DrawBrushMaterial
(
ALandmassActor* Brush, |
LandmassManagerBase.h |
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| LandmassManagerBase.h |
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ALandscape * GetLandscape() |
LandmassManagerBase.h |
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TArray< int32 > GetNodesWithinExtents
(
FVector4& InExtents |
LandmassManagerBase.h |
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virtual bool IsEditorOnly() |
LandmassManagerBase.h | ||
void LaunchLandmassEditor
(
ALandmassActor* BrushRequestingEditor |
LandmassManagerBase.h |
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void MoveBrushDown
(
ALandmassActor* BrushToMove |
LandmassManagerBase.h | ||
void MoveBrushToBottom
(
ALandmassActor* BrushToMove |
LandmassManagerBase.h | ||
void MoveBrushToTop
(
ALandmassActor* BrushToMove |
LandmassManagerBase.h | ||
void MoveBrushUp
(
ALandmassActor* BrushToMove |
LandmassManagerBase.h | ||
void PopulateNodeTree() |
LandmassManagerBase.h |
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TArray< int32 > RemoveBrushFromTree
(
ALandmassActor* BrushToRemove |
LandmassManagerBase.h |
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void RequestUpdateFromBrush
(
ALandmassActor* BrushRequestingUpdate |
LandmassManagerBase.h |
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void SetCaptureBoundaryNormals
(
bool bInCaptureBoundaryNormals |
LandmassManagerBase.h |
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virtual void SetTargetLandscape
(
ALandscape* InOwningLandscape |
Adds the brush to the given landscape, removing it from any previous one. | LandmassManagerBase.h |
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| LandmassManagerBase.h |
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void TogglePreviewMode
(
bool bEnablePreviewMode |
LandmassManagerBase.h |
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void UpdateChildDataCounts() |
LandmassManagerBase.h |
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Overridden from ALandscapeBlueprintBrushBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
LandmassManagerBase.h | ||
virtual void SetOwningLandscape
(
ALandscape* InOwningLandscape |
ALandscapeBlueprintBrushBase. | LandmassManagerBase.h |