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API > API/Plugins > API/Plugins/LandscapePatch
Base class for landscape patches: components that can be attached to meshes and moved around to make the meshes affect the landscape around themselves.
| Name | ULandscapePatchComponent |
| Type | class |
| Header File | /Engine/Plugins/Editor/LandscapePatch/Source/LandscapePatch/Public/LandscapePatchComponent.h |
| Include Path | #include "LandscapePatchComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, BlueprintType, Abstract,
HideCategories=(Tags, Activation, Cooking, Physics, Rendering, Navigation, LOD))
class ULandscapePatchComponent :
public USceneComponent ,
public ILandscapeEditLayerRenderer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → ULandscapePatchComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapePatchComponent
(
const FObjectInitializer& ObjectInitializer |
LandscapePatchComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDeferUpdateRequestUntilInstanceData | bool | LandscapePatchComponent.h | ||
| bGaveCouldNotBindToEditLayerWarning | bool | Used to avoid spamming warning messages. | LandscapePatchComponent.h | |
| bGaveMismatchedLandscapeWarning | bool | LandscapePatchComponent.h | ||
| bGaveMissingEditLayerGuidWarning | bool | LandscapePatchComponent.h | ||
| bInstanceDataApplied | bool | LandscapePatchComponent.h | ||
| bPropertiesCopiedIndicator | bool | Starts as false and gets set to true in construction, so gets used to set bWasCopy by checking the indicator value at the start of construction. | LandscapePatchComponent.h | |
| DetailPanelLayerGuid | FString | LandscapePatchComponent.h |
|
|
| DetailPanelLayerName | FString | Name of the edit layer to which the patch is bound. | LandscapePatchComponent.h |
|
| EditLayer | TWeakObjectPtr< ULandscapePatchEditLayer > | Transient pointer to the edit layer that we are bound to using EditLayerGuid. | LandscapePatchComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AffectsHeightmap() |
These compose IsEnabled with the appropriate CanAffect functions. | LandscapePatchComponent.h | |
bool AffectsVisibilityLayer() |
LandscapePatchComponent.h | ||
bool AffectsWeightmap() |
LandscapePatchComponent.h | ||
bool AffectsWeightmapLayer
(
const FName& InLayerName |
LandscapePatchComponent.h | ||
virtual bool CanAffectHeightmap() |
ILandscapeEditLayerRenderer Subclasses are expected to implement GetEditLayerRendererDebugName, GetRendererStateInfo, GetRenderItems, and RenderLayer These determine whether the patch is configured correctly to affect height/weightmaps, ignoring whether it is currently enabled or not. | LandscapePatchComponent.h | |
bool CanAffectLandscape() |
LandscapePatchComponent.h | ||
virtual bool CanAffectVisibilityLayer() |
LandscapePatchComponent.h | ||
virtual bool CanAffectWeightmap() |
LandscapePatchComponent.h | ||
virtual bool CanAffectWeightmapLayer
(
const FName& InLayerName |
LandscapePatchComponent.h | ||
void FixBindings () |
For now we keep the patches largely editor-only, since we don't yet support runtime landscape editing. | LandscapePatchComponent.h | |
FGuid GetEditLayerGuid() |
LandscapePatchComponent.h |
|
|
uint32 GetFullNameHash () |
Returns the result of GetTypeHash(GetFullName()) for this component. | LandscapePatchComponent.h | |
ALandscape * GetLandscape() |
LandscapePatchComponent.h |
|
|
FTransform GetLandscapeHeightmapCoordsToWorld() |
LandscapePatchComponent.h |
|
|
virtual ADEPRECATED_LandscapePatchManager * GetPatchManager() |
LandscapePatchComponent.h |
|
|
double GetPriority() |
LandscapePatchComponent.h |
|
|
virtual void GetRenderDependencies
(
TSet< UObject* >& OutDependencies |
Allows the patch to specify textures that need to be ready/compiled before applying the patch. | LandscapePatchComponent.h | |
virtual bool IsEnabled() |
LandscapePatchComponent.h |
|
|
bool IsPatchInWorld() |
Verifies that we're not an archetype or trash or in an invalid world. | LandscapePatchComponent.h | |
void NotifyOfBoundLayerDeletion
(
ULandscapePatchEditLayer* LayerIn |
Allows the patch to update its UI and cached pointer. | LandscapePatchComponent.h | |
void RequestLandscapeUpdate
(
bool bInUserTriggeredUpdate |
LandscapePatchComponent.h |
|
|
void SetEditLayerGuid
(
const FGuid& GuidIn |
LandscapePatchComponent.h |
|
|
void SetIsEnabled
(
bool bEnabledIn |
Allows the patch to be disabled, so that it no longer affects the landscape. | LandscapePatchComponent.h |
|
virtual void SetLandscape
(
ALandscape* NewLandscape |
LandscapePatchComponent.h |
|
|
virtual void SetPatchManager
(
ADEPRECATED_LandscapePatchManager* NewPatchManager |
LandscapePatchComponent.h |
|
|
void SetPriority
(
double PriorityIn |
LandscapePatchComponent.h |
|
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
USceneComponent. | LandscapePatchComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors() |
UActorComponent. | LandscapePatchComponent.h | |
virtual void GetActorDescProperties
(
FPropertyPairsMap& PropertyPairsMap |
LandscapePatchComponent.h | ||
virtual TStructOnScope< FActorComponentInstanceData > GetComponentInstanceData() |
LandscapePatchComponent.h | ||
virtual void OnComponentCreated() |
LandscapePatchComponent.h | ||
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
LandscapePatchComponent.h | ||
virtual void OnRegister() |
LandscapePatchComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsEditorOnly() |
LandscapePatchComponent.h | ||
virtual bool IsPostLoadThreadSafe() |
LandscapePatchComponent.h | ||
virtual bool NeedsLoadForClient() |
LandscapePatchComponent.h | ||
virtual bool NeedsLoadForServer() |
LandscapePatchComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject. | LandscapePatchComponent.h | |
virtual void PostEditUndo() |
LandscapePatchComponent.h | ||
virtual void PostLoad() |
LandscapePatchComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapePatchEditLayer * GetBoundEditLayer() |
LandscapePatchComponent.h |