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This asset acts as a proxy to a static mesh for ALODActors to display
| Name | UHLODProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/HLODProxy.h |
| Include Path | #include "Engine/HLODProxy.h" |
Syntax
UCLASS (MinimalAPI)
class UHLODProxy : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UHLODProxy
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HLODActors | TMap< TObjectPtr< UHLODProxyDesc >, FHLODProxyMesh > | Engine/HLODProxy.h |
|
|
| OwningMap | TSoftObjectPtr< UWorld > | Keep hold of the level in the editor to allow for package cleaning etc. | Engine/HLODProxy.h |
|
| ProxyMeshes | TArray< FHLODProxyMesh > | All the mesh proxies we contain | Engine/HLODProxy.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UHLODProxyDesc * AddLODActor
(
ALODActor* InLODActor |
Register an HLODProxyDesc, building it from an existing LODActor | Engine/HLODProxy.h | |
void AddMesh
(
ALODActor* InLODActor, |
Adds a static mesh and the key used to generate it | Engine/HLODProxy.h | |
void Clean() |
Clean out invalid proxy mesh entries | Engine/HLODProxy.h | |
bool ContainsDataForActor
(
const ALODActor* InLODActor |
Check if we contain data for the specified actor | Engine/HLODProxy.h | |
void DeletePackage() |
Destroy all assets & delete this HLOD proxy package. | Engine/HLODProxy.h | |
TSoftObjectPtr< UWorld > GetMap() |
Get the owner map for this HLOD proxy | Engine/HLODProxy.h | |
bool IsEmpty() |
Returns true if proxy doesn't contain any mesh entry. | Engine/HLODProxy.h | |
bool SetHLODBakingTransform
(
const FTransform& InTransform |
Specify the transform to apply to the source meshes when building HLODs. | Engine/HLODProxy.h | |
void SetMap
(
const UWorld* InMap |
Setup the map - only called at initial construction | Engine/HLODProxy.h | |
void SpawnLODActors
(
ULevel* InLevel |
Spawn LODActors from the HLODProxyDescs found in this proxy. | Engine/HLODProxy.h | |
void UpdateHLODDescs
(
const ULevel* InLevel |
Update the HLODDesc stored in this proxy using existing LODActors from the level | Engine/HLODProxy.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Engine/HLODProxy.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Engine/HLODProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ExtractComponents
(
const ALODActor* LODActor, |
Extract components that we would use for LOD generation. Used to generate keys for LOD actors. | Engine/HLODProxy.h | |
static void ExtractStaticMeshComponentsFromLODActor
(
const ALODActor* LODActor, |
Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors | Engine/HLODProxy.h | |
| Helper for recursive traversing LODActors to retrieve a semi deterministic first AActor for resulting asset naming | Engine/HLODProxy.h | ||
| Build a unique key for the LOD actor, used to determine if the actor needs rebuilding | Engine/HLODProxy.h | ||
| Engine/HLODProxy.h | |||
static uint32 GetCRC
(
UMaterialInterface* InMaterialInterface, |
Engine/HLODProxy.h | ||
static uint32 GetCRC
(
const FTransform& InTransform, |
Engine/HLODProxy.h | ||
static uint32 GetCRC
(
UStaticMeshComponent* InComponent, |
Engine/HLODProxy.h | ||
static uint32 GetCRC
(
UStaticMesh* InStaticMesh, |
Engine/HLODProxy.h |