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Null HLOD builder that ignores it's input and generate no component.
| Name | UNullHLODBuilder |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include Path | #include "WorldPartition/HLOD/HLODBuilder.h" |
Syntax
UCLASS (HideDropDown, MinimalAPI)
class UNullHLODBuilder : public UHLODBuilder
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UHLODBuilder → UNullHLODBuilder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNullHLODBuilder
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/HLOD/HLODBuilder.h |
Functions
Public
Overridden from UHLODBuilder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 | |
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 | |
virtual bool RequiresWarmup () |
Should return true if components generated from this builder need a warmup phase before being made visible. | WorldPartition/HLOD/HLODBuilder.h |