Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- ULODSyncComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/LODSyncComponent.h |
| Include | #include "Components/LODSyncComponent.h" |
Syntax
class ULODSyncComponent : public UActorComponent
Remarks
Implement an Actor component for LOD Sync of different components
This is a component that allows multiple different components to sync together of their LOD
This allows to find the highest LOD of all the parts, and sync to that LOD
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FComponentSync > | ComponentsToSync | Array of components whose LOD may drive or be driven by this component. | |
| TMap< FName, FLODMappingData > | CustomLODMapping | But if you want custom, add here. | |
| int32 | ForcedLOD | If -1, it's automatically switching | |
| int32 | MinLOD | Minimum LOD to use when syncing components. | |
| int32 | NumLODs | If -1, it's default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULODSyncComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FString | Returns a string detailing | ||
| void |