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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition > API/Runtime/Engine/WorldPartition/HLOD > API/Runtime/Engine/WorldPartition/HLOD/UHLODBuilder > API/Runtime/Engine/WorldPartition/HLOD/UHLODBuilder/ComputeHLODHash
- UHLODBuilder::ComputeHLODHash()
- UWaterBodyHLODBuilder::ComputeHLODHash()
- ULandscapeHLODBuilder::ComputeHLODHash()
- UNullHLODBuilder::ComputeHLODHash()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include | #include "WorldPartition/HLOD/HLODBuilder.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/HLOD/HLODBuilder.cpp |
virtual uint32 ComputeHLODHash
&40;
const UActorComponent &42; InSourceComponent
&41; const
Remarks
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.