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API > API/Runtime > API/Runtime/Engine
| Name | UHLODLayer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODLayer.h |
| Include Path | #include "WorldPartition/HLOD/HLODLayer.h" |
Syntax
UCLASS (Blueprintable, MinimalAPI)
class UHLODLayer : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UHLODLayer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UHLODLayer
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/HLOD/HLODLayer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsSpatiallyLoaded | uint32 | Whether HLOD actors generated for this layer will be spatially loaded | WorldPartition/HLOD/HLODLayer.h |
|
| CellSize | int32 | Cell size of the runtime grid created to encompass HLOD actors generated for this HLOD Layer | WorldPartition/HLOD/HLODLayer.h |
|
| HLODActorClass | TSubclassOf< AWorldPartitionHLOD > | Specify a custom HLOD Actor class, the default is AWorldPartitionHLOD | WorldPartition/HLOD/HLODLayer.h |
|
| HLODBuilderClass | TSubclassOf< UHLODBuilder > | HLOD Builder class | WorldPartition/HLOD/HLODLayer.h |
|
| HLODBuilderSettings | TObjectPtr< UHLODBuilderSettings > | WorldPartition/HLOD/HLODLayer.h |
|
|
| HLODModifierClass | TSubclassOf< UWorldPartitionHLODModifier > | HLOD Modifier class, to allow changes to the HLOD at runtime | WorldPartition/HLOD/HLODLayer.h |
|
| LayerType | EHLODLayerType | Type of HLOD generation to use | WorldPartition/HLOD/HLODLayer.h |
|
| LinkedLayer | TObjectPtr< UHLODLayer > | HLOD Layer used to control visiblity of Custom HLOD Actors. | WorldPartition/HLOD/HLODLayer.h |
|
| LoadingRange | double | Loading range of the runtime grid created to encompass HLOD actors generated for this HLOD Layer | WorldPartition/HLOD/HLODLayer.h |
|
| ParentLayer | TObjectPtr< UHLODLayer > | HLOD Layer to assign to the generated HLOD actors | WorldPartition/HLOD/HLODLayer.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeHLODHash
(
FHLODHashBuilder& InHLODHashBuilder |
WorldPartition/HLOD/HLODLayer.h | ||
bool DoesRequireWarmup() |
WorldPartition/HLOD/HLODLayer.h | ||
int32 GetCellSize() |
WorldPartition/HLOD/HLODLayer.h | ||
const TSubclassOf< AWorldPartitionHLOD > GetHLODActorClass() |
WorldPartition/HLOD/HLODLayer.h | ||
const TSubclassOf< UHLODBuilder > GetHLODBuilderClass() |
WorldPartition/HLOD/HLODLayer.h | ||
const UHLODBuilderSettings * GetHLODBuilderSettings() |
WorldPartition/HLOD/HLODLayer.h | ||
const TSubclassOf< UWorldPartitionHLODModifier > GetHLODModifierClass() |
WorldPartition/HLOD/HLODLayer.h | ||
EHLODLayerType GetLayerType() |
WorldPartition/HLOD/HLODLayer.h | ||
UHLODLayer * GetLinkedLayer() |
WorldPartition/HLOD/HLODLayer.h | ||
double GetLoadingRange() |
WorldPartition/HLOD/HLODLayer.h | ||
UHLODLayer * GetParentLayer() |
WorldPartition/HLOD/HLODLayer.h | ||
FName GetRuntimeGrid
(
uint32 InHLODLevel |
WorldPartition/HLOD/HLODLayer.h | ||
bool IsSpatiallyLoaded() |
WorldPartition/HLOD/HLODLayer.h | ||
void SetIsSpatiallyLoaded
(
bool bInIsSpatiallyLoaded |
WorldPartition/HLOD/HLODLayer.h | ||
void SetLayerType
(
EHLODLayerType InLayerType |
WorldPartition/HLOD/HLODLayer.h | ||
void SetParentLayer
(
UHLODLayer* InParentLayer |
WorldPartition/HLOD/HLODLayer.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
WorldPartition/HLOD/HLODLayer.h | ||
static UHLODLayer * DuplicateHLODLayersSetup
(
UHLODLayer* HLODLayer, |
Duplicate the provided HLOD layers setup | WorldPartition/HLOD/HLODLayer.h | |
static UHLODLayer * GetEngineDefaultHLODLayersSetup() |
Get the default engine HLOD layers setup | WorldPartition/HLOD/HLODLayer.h | |
static const FName GetHLODBuilderSettingsPropertyName() |
WorldPartition/HLOD/HLODLayer.h | ||
static const FName GetLayerTypePropertyName() |
Get name of properties. | WorldPartition/HLOD/HLODLayer.h | |
static FName GetRuntimeGridName
(
uint32 InLODLevel, |
WorldPartition/HLOD/HLODLayer.h |