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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ALODActor
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/LODActor.h |
Include | #include "Engine/LODActor.h" |
Syntax
UCLASS (NotPlaceable,
HideCategories=(Object, Collision, Display, Input, Blueprint, Transform, Physics),
MinimalAPI)
class ALODActor : public AActor
Remarks
LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference
Variables
Type | Name | Description | |
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bool | bOverrideMaterialMergeSettings | Flag whether or not to use the override MaterialSettings when creating the proxy mesh |
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bool | bOverrideScreenSize | Flag whether or not to use the override ScreenSize when creating the proxy mesh |
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bool | bOverrideTransitionScreenSize | Flag whether or not to use the override TransitionScreenSize for this proxy mesh |
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uint8 | CachedNumHLODLevels | |
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int32 | LODLevel | The hierarchy level of this actor; the first tier of HLOD is level 1, the second tier is level 2 and so on. |
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FMaterialProxySettings | MaterialSettings | Override Material Settings, used when creating the proxy mesh |
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uint32 | NumTrianglesInMergedMesh | Cached number of triangles contained in the SubActors |
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uint32 | NumTrianglesInSubActors | Cached number of triangles contained in the SubActors |
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int32 | ScreenSize | Override screen size value used in mesh reduction, when creating the proxy mesh |
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TArray< TObjectPtr< AActor > > | SubActors | |
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float | TransitionScreenSize | Override transition screen size value, determines the screen size at which the proxy is visible The screen size is based around the projected diameter of the bounding sphere of the model. |
Constructors
Type | Name | Description | |
---|---|---|---|
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ALODActor
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddInstances
(
const UStaticMesh* InStaticMesh, |
|
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void | AddInstances
(
const UStaticMesh* InStaticMesh, |
Add instances to this LODActor. |
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void | AddSubActor
(
AActor* InActor |
Adds InActor to the SubActors array and set its LODParent to this |
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void | AddSubActors
(
const TArray< AActor* >& InActors |
Append the provided actors to the SubActors array and properly setup their LODParent |
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void | Cleans the SubActor array (removes all NULL entries) | |
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void | Clear all instances stored in this LODActor. | |
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void | This will determine the shadowing flags for the static mesh component according to all sub actors. | |
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void | ForceUnbuilt () |
Force this actor to appear unbuilt (zeros-out key) |
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float | Gets the LOD draw distance | |
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const TArray< float > & | Returns an array of distances that are used to override individual LOD actors min draw distances. | |
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TArray< UInstancedStaticMeshComponent * > | Returns instanced static mesh components that represents the imposters found in this LODActor. | |
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const FName & | GetKey () |
Get the key that we use to check if we need to (re)build |
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const FString & | Get the named tag which describes the source of the LOD actor (HLOD Volume, single cluster / level, etc) Helps uniquely identifying auto generated LOD actors & naming of the proxy static mesh assets. | |
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float | ||
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float | ||
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const uint32 | Returns the number of triangles this LODActor's SubActors contain | |
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const uint32 | Returns the number of triangles this LODActor's SubActors contain | |
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UHLODProxy * | GetProxy () |
Get the proxy mesh we use to render |
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const UHLODProxyDesc * | GetProxyDesc () |
Get the proxy description used to generated this LODActor |
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UStaticMeshComponent * | Returns StaticMeshComponent subobject | |
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const bool | Determines whether or not this LODActor has any SubActors | |
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const bool | Returns whether or not this LODActor has valid SubActors and whether or not their contained Primitive Components are linked (LODParentPrimitive) to StaticMeshComponent | |
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const bool | Determines whether or not this LODActor has valid SubActors and can be built | |
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const bool | IsBuilt
(
bool bInForce |
Check to see if this mesh is built |
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void | Forces the mesh into view by setting the MinDrawDistance to zero (this pops the mesh into view, no fading) | |
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void | RecalculateDrawingDistance
(
const float TransitionScreenSize |
Recalculates the drawing distance according to a fixed FOV of 90 and the transition screen size |
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const bool | RemoveSubActor
(
AActor* InActor |
Removes InActor from the SubActors array and sets its LODParent to nullptr |
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void | SetDrawDistance
(
float InDistance |
Sets the LOD draw distance and updates the Static Mesh Component's min drawing distance |
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void | SetForcedView
(
const bool InState |
Sets forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance according to InState |
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void | SetHiddenFromEditorView
(
const bool InState, |
Sets the state of whether or not this LODActor is hidden from the Editor view, used for forcing a HLOD to show |
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void | SetLODActorTag
(
const FString& InLODActorTag |
Set the named tag which describes the source of the LOD actor (HLOD Volume, single cluster / level, etc) Helps uniquely identifying auto generated LOD actors & naming of the proxy static mesh assets. |
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void | SetLODParent
(
UPrimitiveComponent* InLODParent, |
Set LOD Parent component for all of our components, normally associated with an ALODActor. |
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void | SetStaticMesh
(
UStaticMesh* InStaticMesh |
Sets StaticMesh and IsPreviewActor to true if InStaticMesh equals nullptr |
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bool | ShouldUseInstancing
(
const UStaticMeshComponent* InComponent |
|
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void | Makes the actor tickable and according to r.HLOD.DitherPauseTime sets the MinDrawDistance back to non-zero | |
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void | Toggles forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance | |
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bool | Update the proxy description that represent this LODActor | |
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void | Updates the LODParents for the SubActors (and the drawing distance) | |
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bool | Returns true if this LODActor was constructed from an HLODProxyDesc |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | |
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void | EditorApplyMirror
(
const FVector& MirrorScale, |
Called by MirrorActors to perform a mirroring operation on the actor |
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void | EditorApplyRotation
(
const FRotator& DeltaRotation, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
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void | EditorApplyScale
(
const FVector& DeltaScale, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
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void | EditorApplyTranslation
(
const FVector& DeltaTranslation, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
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FBox | GetComponentsBoundingBox
(
bool bNonColliding, |
Returns the world space bounding box of all components in this Actor. |
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bool | Indicates whether this actor should participate in level bounds calculations | |
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void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | |
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void | Tick
(
float DeltaSeconds |
Function called every frame on this Actor. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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FString | This function actually does the work for the GetDetailedInfo() and is virtual. | |
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bool | Modify
(
bool bAlwaysMarkDirty |
Note that the object will be modified. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyThatWillChange |
This is called when a property is about to be modified externally |
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void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Presave function. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Constants
Name | Description |
---|---|
CVarSink | Sink for when CVars are changed to check to see if the maximum HLOD level value has changed. |
HLODDistances |