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Base class for all HLOD builders This class takes as input a group of components, and should return component(s) that will be included in the HLOD actor.
| Name | UHLODBuilder |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include Path | #include "WorldPartition/HLOD/HLODBuilder.h" |
Syntax
UCLASS (Abstract, Config=Editor, MinimalAPI)
class UHLODBuilder : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UHLODBuilder
Derived Classes
UHLODBuilder derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UHLODBuilder
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/HLOD/HLODBuilder.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HLODInstancedSkinnedMeshComponentClass | TSubclassOf< UHLODInstancedSkinnedMeshComponent > | WorldPartition/HLOD/HLODBuilder.h |
|
|
| HLODInstancedStaticMeshComponentClass | TSubclassOf< UHLODInstancedStaticMeshComponent > | WorldPartition/HLOD/HLODBuilder.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FHLODBuildResult Build
(
const FHLODBuildContext& InHLODBuildContext |
Build an HLOD representation of the input actors. | WorldPartition/HLOD/HLODBuilder.h | |
TArray< UActorComponent * > Build
(
const FHLODBuildContext& InHLODBuildContext, |
WorldPartition/HLOD/HLODBuilder.h | ||
virtual TArray< UActorComponent * > Build
(
const FHLODBuildContext& InHLODBuildContext, |
Components created with this method need to be properly outered & assigned to your target actor. | WorldPartition/HLOD/HLODBuilder.h | |
virtual bool ComputeHLODHash
(
FHLODHashBuilder& InHashBuilder, |
For a given component, compute a unique hash from the properties that are relevant to HLOD generation. | WorldPartition/HLOD/HLODBuilder.h | |
virtual TSubclassOf< UHLODBuilderSettings > GetSettingsClass() |
Return the setting subclass associated with this builder. | WorldPartition/HLOD/HLODBuilder.h | |
virtual bool RequiresWarmup () |
Should return true if components generated from this builder need a warmup phase before being made visible. | WorldPartition/HLOD/HLODBuilder.h | |
void SetHLODBuilderSettings
(
const UHLODBuilderSettings* InHLODBuilderSettings |
Provide builder settings before a Build. | WorldPartition/HLOD/HLODBuilder.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ShouldIgnoreBatchingPolicy() |
WorldPartition/HLOD/HLODBuilder.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TArray< UActorComponent * > BatchInstances
(
const TArray< UActorComponent* >& InSourceComponents |
WorldPartition/HLOD/HLODBuilder.h | ||
static TArray< UActorComponent * > BatchInstances
(
const TArray< UActorComponent* >& InSourceComponents, |
WorldPartition/HLOD/HLODBuilder.h | ||
static void ComputeHLODHash
(
FHLODHashBuilder& HashBuilder, |
From a set of components, compute a unique hash from their properties that are relevant to HLOD generation. | WorldPartition/HLOD/HLODBuilder.h | |
static TArray< TComponentClass * > FilterComponents
(
const TArray< UActorComponent* >& InSourceComponents |
WorldPartition/HLOD/HLODBuilder.h | ||
static TSubclassOf< UHLODInstancedSkinnedMeshComponent > GetInstancedSkinnedMeshComponentClass() |
Get the InstancedStaticMeshComponent subclass that should be used when creating instanced skinned mesh HLODs. | WorldPartition/HLOD/HLODBuilder.h | |
static TSubclassOf< UHLODInstancedStaticMeshComponent > GetInstancedStaticMeshComponentClass() |
Get the InstancedStaticMeshComponent subclass that should be used when creating instanced static mesh HLODs. | WorldPartition/HLOD/HLODBuilder.h |