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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UHLODBuilder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 | |
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 |
ComputeHLODHash(class FHLODHashBuilder &, const UActorComponent *)
Description
For a given component, compute a unique hash from the properties that are relevant to HLOD generation. Used to detect changes to the source components of an HLOD. The base version can only support hashing of static mesh components. HLOD builder subclasses should override this method and compute the hash of component types they support as input. The provided hash builder state will be updated to reflect the hashed content. Will return true if an hash could be computed, false otherwise.
| Name | ComputeHLODHash |
| 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 |
virtual bool ComputeHLODHash
(
class FHLODHashBuilder & InHashBuilder,
const UActorComponent * InSourceComponent
) const
ComputeHLODHash(class FHLODHashBuilder &, const TArray< UActorComponent * > &)
Description
From a set of components, compute a unique hash from their properties that are relevant to HLOD generation. Used to detect changes to the source actors and trigger an HLOD rebuild if necessary. The provided hash builder state will be updated to reflect the hashed content.
| Name | ComputeHLODHash |
| 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 |
static void ComputeHLODHash
(
class FHLODHashBuilder & HashBuilder,
const TArray < UActorComponent * > & InSourceComponents
)