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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UHLODBuilder
Overloads
| 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 |
Build(const FHLODBuildContext &)
Description
Build an HLOD representation of the input actors. Components returned by this method needs to be properly outered & assigned to your target (HLOD) actor.
| Name | Build |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include Path | #include "WorldPartition/HLOD/HLODBuilder.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/HLOD/HLODBuilder.cpp |
FHLODBuildResult Build
(
const FHLODBuildContext & InHLODBuildContext
) const
Build(const FHLODBuildContext &, const TArray< AActor * > &)
| Name | Build |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include Path | #include "WorldPartition/HLOD/HLODBuilder.h" |
TArray < UActorComponent * > Build
(
const FHLODBuildContext & InHLODBuildContext,
const TArray < AActor * > & InSourceActors
) const
Build(const FHLODBuildContext &, const TArray< UActorComponent * > &)
Description
Components created with this method need to be properly outered & assigned to your target actor.
| Name | Build |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include Path | #include "WorldPartition/HLOD/HLODBuilder.h" |
virtual TArray < UActorComponent * > Build
(
const FHLODBuildContext & InHLODBuildContext,
const TArray < UActorComponent * > & InSourceComponents
) const