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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UHLODBuilder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual uint32 ComputeHLODHash
(
const UActorComponent* InSourceComponent |
For a given component, compute a unique hash from the properties that are relevant to HLOD generation. | WorldPartition/HLOD/HLODBuilder.h | |
static uint32 ComputeHLODHash
(
const TArray< UActorComponent* >& InSourceComponents |
From a set of components, compute a unique hash from their properties that are relevant to HLOD generation. | WorldPartition/HLOD/HLODBuilder.h |
ComputeHLODHash(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.
| 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 uint32 ComputeHLODHash
(
const UActorComponent * InSourceComponent
) const
ComputeHLODHash(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 necessarry.
| 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 uint32 ComputeHLODHash
(
const TArray < UActorComponent * > & InSourceComponents
)