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API > API/Plugins > API/Plugins/VirtualHeightfieldMesh
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UVirtualHeightfieldMeshComponent
References
| Module | VirtualHeightfieldMesh |
| Header | /Engine/Plugins/Experimental/VirtualHeightfieldMesh/Source/VirtualHeightfieldMesh/Public/VirtualHeightfieldMeshComponent.h |
| Include | #include "VirtualHeightfieldMeshComponent.h" |
Syntax
UCLASS&40;Blueprintable, ClassGroup&61;Rendering,
HideCategories&61;&40;Activation, Collision, Cooking, HLOD, Navigation, Mobility, Object, Physics, VirtualTexture&41;&41;
class UVirtualHeightfieldMeshComponent : public UPrimitiveComponent
Remarks
Component to render a heightfield mesh using a virtual texture heightmap.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bBuildMinMaxTextureButton | Placeholder for details customization button. | |
| bool | bCopyBoundsButton | Placeholder for details customization button. | |
| bool | bHiddenInEditor | Allows us to only see this actor in game and not in the Editor. | |
| bool | bWorldPositionOffsetVelocity | Allows material World Position Offset to contribute to velocity rendering. | |
| float | Lod0Distribution | Distribution multiplier applied only for LOD 0. | |
| float | Lod0ScreenSize | Target screen size for a LOD 0 tile. | |
| float | LodBiasScale | Scale applied to LodBias texture. | |
| float | LodDistribution | Distribution multiplier applied for each LOD level. | |
| TObjectPtr< UMaterialInterface > | Material | The material to apply. | |
| TObjectPtr< UHeightfieldMinMaxTexture > | MinMaxTexture | Texture object containing minimum and maximum height values. | |
| int32 | NumForceLoadLods | The number of levels that we force loaded. | |
| int32 | NumMinMaxTextureBuildLevels | Number of levels to build in the MinMax Texture. | |
| int32 | NumOcclusionLods | The number of levels that we calculate occlusion volumes for. | |
| TSoftObjectPtr< ARuntimeVirtualTextureVolume > | VirtualTexture | The RuntimeVirtualTextureVolume that contains virtual texture heightmap. | |
| TObjectPtr< ARuntimeVirtualTextureVolume > | VirtualTextureRef | UObject ref resolved from VirtualTexture weak ref. | |
| TObjectPtr< UObject > | VirtualTextureThumbnail | Placeholder for details customization image. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UVirtualHeightfieldMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GatherHideFlags
(
bool& InOutHidePrimitivesInEditor, |
Function used by the VirtualTexture delegate to retrieve our HidePrimitives flags. | |
| bool | Get the HiddenInEditor flag on this component. | ||
| float | |||
| float | |||
| float | |||
| float | |||
| UMaterialInterface * | GetMaterial () |
||
| UHeightfieldMinMaxTexture * | Get the MinMax height texture on this component. | ||
| int32 | |||
| int32 | Get the number of levels to build in the MinMax Texture. | ||
| int32 | |||
| URuntimeVirtualTexture * | Get the associated runtime virtual texture. | ||
| FTransform | Get the associated runtime virtual texture transform including any texel snap offset. | ||
| ARuntimeVirtualTextureVolume * | Get the associated runtime virtual texture volume. | ||
| void | InitializeMinMaxTexture
(
uint32 InSizeX, |
Initialize the MinMax height texture with the passed in size and data. | |
| bool | Returns true if a MinMax height texture is relevant for this virtual texture type. | ||
| void | OnVirtualTextureTransformUpdate
(
USceneComponent* InRootComponent, |
Handles when the transform is updated on the associated VirtualTexture. | |
| void | SetMinMaxTexture
(
UHeightfieldMinMaxTexture* InTexture |
Set a new asset to hold the MinMax height texture. |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | ||
| UMaterialInterface * | GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | |
| void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | |
| void | SetMaterial
(
int32 ElementIndex, |
Changes the material applied to an element of the mesh. | |
| bool | Whether the component type supports static lighting. | ||
| bool | Returns false if this primitive should never output velocity based on its WPO state. |
Overridden from USceneComponent
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | |
| bool | IsVisible () |
Returns true if this component is visible in the current context |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |