Navigation
API > API/Runtime > API/Runtime/Foliage
| Name | AInstancedFoliageActor |
| Type | class |
| Header File | /Engine/Source/Runtime/Foliage/Public/InstancedFoliageActor.h |
| Include Path | #include "InstancedFoliageActor.h" |
Syntax
UCLASS (NotPlaceable, HideCategories=(Object, Rendering, Mobility), MinimalAPI, NotBlueprintable)
class AInstancedFoliageActor : public AISMPartitionActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → APartitionActor → AISMPartitionActor → AInstancedFoliageActor
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AInstancedFoliageActor
(
const FObjectInitializer& ObjectInitializer |
InstancedFoliageActor.h |
Classes
| Name | Remarks |
|---|---|
| FOnFoliageTypeMeshChanged |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnInstanceCoundChanged | TMulticastDelegate_OneParam< void, const UFoliageType * > | InstancedFoliageActor.h | |
| FOnSelectionChanged | TMulticastDelegate_TwoParams< void, bool, const TArray< AActor * > & > | Delegate type for selection change events. | InstancedFoliageActor.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InstanceCountChanged | FOnInstanceCoundChanged | InstancedFoliageActor.h | |
| SelectionChanged | FOnSelectionChanged | InstancedFoliageActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InstanceBaseCache | FFoliageInstanceBaseCache | Cross level references cache for instances base. | InstancedFoliageActor.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FoliageInfos | TMap< TObjectPtr< UFoliageType >, TUniqueObj< FFoliageInfo > > | InstancedFoliageActor.h | ||
| FoliageMeshes_Deprecated | TMap< UFoliageType *, TUniqueObj< struct FFoliageMeshInfo_Deprecated > > | Deprecated data, will be converted and cleaned up in PostLoad. | InstancedFoliageActor.h | |
| FoliageMeshes_Deprecated2 | TMap< UFoliageType *, TUniqueObj< struct FFoliageMeshInfo_Deprecated2 > > | InstancedFoliageActor.h | ||
| OnFoliageTypeMeshChangedEvent | FOnFoliageTypeMeshChanged | InstancedFoliageActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TUniqueObj< FFoliageInfo > & AddFoliageInfo
(
UFoliageType* FoliageType |
InstancedFoliageActor.h | ||
TUniqueObj< FFoliageInfo > & AddFoliageInfo
(
UFoliageType* FoliageType, |
InstancedFoliageActor.h | ||
UFoliageType * AddFoliageType
(
const UFoliageType* InType, |
InstancedFoliageActor.h | ||
FFoliageInfo * AddMesh
(
UFoliageType* InType |
InstancedFoliageActor.h | ||
FFoliageInfo * AddMesh
(
UStaticMesh* InMesh, |
Add a new static mesh. | InstancedFoliageActor.h | |
void ApplySelection
(
bool bApply |
Propagate the selected instances to the actual foliage implementation. | InstancedFoliageActor.h | |
virtual void BeginDestroy() |
InstancedFoliageActor.h | ||
bool CanDeleteSelectedActor
(
FText& OutReason |
InstancedFoliageActor.h | ||
bool CanEditFoliageInstance
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
bool CanMoveFoliageInstance
(
const FFoliageInstanceId& InstanceId, |
InstancedFoliageActor.h | ||
void CleanupDeletedFoliageType() |
InstancedFoliageActor.h | ||
bool ContainsInstancesFromProceduralFoliageComponent
(
const UProceduralFoliageComponent* InProceduralFoliageComponent |
InstancedFoliageActor.h | ||
bool ContainsInstancesFromProceduralFoliageComponent
(
const FGuid& InProceduralGuid |
InstancedFoliageActor.h | ||
bool DeleteFoliageInstances
(
TArrayView< const FFoliageInstanceId > InstanceIds |
InstancedFoliageActor.h | ||
bool DeleteInstancesForAllProceduralFoliageComponents
(
bool bInRebuildTree |
InstancedFoliageActor.h | ||
void DeleteInstancesForComponent
(
UActorComponent* InComponent, |
InstancedFoliageActor.h | ||
void DeleteInstancesForComponent
(
UActorComponent* InComponent |
Deletes the instances attached to a component. | InstancedFoliageActor.h | |
bool DeleteInstancesForProceduralFoliageComponent
(
const FGuid& InProceduralGuid, |
InstancedFoliageActor.h | ||
bool DeleteInstancesForProceduralFoliageComponent
(
const UProceduralFoliageComponent* InProceduralFoliageComponent, |
Deletes the instances spawned by a procedural component. | InstancedFoliageActor.h | |
virtual void Destroyed() |
InstancedFoliageActor.h | ||
void DetectFoliageTypeChangeAndUpdate() |
InstancedFoliageActor.h | ||
bool DuplicateFoliageInstances
(
TArrayView< const FFoliageInstanceId > InstanceIds, |
InstancedFoliageActor.h | ||
void EnterEditMode() |
InstancedFoliageActor.h | ||
void ExitEditMode() |
InstancedFoliageActor.h | ||
const UFoliageType * FindFoliageType
(
const FFoliageInfo* InFoliageInfo |
Returns FoliageType associated to this FoliageInfo. | InstancedFoliageActor.h | |
FFoliageInfo * FindFoliageTypeOfClass
(
TSubclassOf< UFoliageType_InstancedStaticMesh > Class |
InstancedFoliageActor.h | ||
const FFoliageInfo * FindInfo
(
const UFoliageType* InType |
Finds a mesh entry. | InstancedFoliageActor.h | |
FFoliageInfo * FindInfo
(
const UFoliageType* InType |
Finds a mesh entry. | InstancedFoliageActor.h | |
FFoliageInfo * FindOrAddMesh
(
UFoliageType* InType |
Finds a mesh entry or adds it if it doesn't already exist. | InstancedFoliageActor.h | |
bool ForEachFoliageInfo
(
TFunctionRef< bool(UFoliageType*FoliageType, FFoliageInfo&FoliageInfo)> InOperation |
InstancedFoliageActor.h | ||
void GetAllFoliageTypesForSource
(
const UObject* InSource, |
Performs a reverse lookup from a source object to all the foliage types that are currently using that object (includes assets and blueprint classes) | InstancedFoliageActor.h | |
TMap< UFoliageType *, FFoliageInfo * > GetAllInstancesFoliageType() |
Will return all the foliage type used. | InstancedFoliageActor.h | |
UActorComponent * GetBaseComponentFromBaseId
(
const FFoliageInstanceBaseId& BaseId |
InstancedFoliageActor.h | ||
virtual uint32 GetDefaultGridSize
(
UWorld* InWorld |
InstancedFoliageActor.h | ||
const TMap< UFoliageType *, TUniqueObj< FFoliageInfo > > & GetFoliageInfos() |
InstancedFoliageActor.h | ||
bool GetFoliageInstanceTransform
(
const FFoliageInstanceId& InstanceId, |
InstancedFoliageActor.h | ||
UFoliageType * GetFoliageTypeForInfo
(
const FFoliageInfo* FoliageInfo |
InstancedFoliageActor.h | ||
TMap< UFoliageType *, TArray< const FFoliageInstancePlacementInfo * > > GetInstancesForComponent
(
UActorComponent* InComponent |
Returns a map of Static Meshes and their placed instances attached to a component. | InstancedFoliageActor.h | |
UFoliageType * GetLocalFoliageTypeForSource
(
const UObject* InSource, |
Performs a reverse lookup from a source object to a local foliage type (i.e. the foliage type owned exclusively by this IFA) | InstancedFoliageActor.h | |
int32 GetOverlappingBoxCount
(
const UFoliageType* FoliageType, |
Finds the number of instances overlapping with the box. | InstancedFoliageActor.h | |
void GetOverlappingBoxTransforms
(
const UFoliageType* FoliageType, |
Finds all instances in the provided box and get their transforms. | InstancedFoliageActor.h | |
void GetOverlappingMeshCounts
(
const FSphere& Sphere, |
Perf Warnin: potentially slow! Dev-only use recommended. | InstancedFoliageActor.h | |
int32 GetOverlappingSphereCount
(
const UFoliageType* FoliageType, |
Finds the number of instances overlapping with the sphere. | InstancedFoliageActor.h | |
TMap< UFoliageType *, FFoliageInfo * > GetSelectedInstancesFoliageType() |
Will return all the foliage type used by currently selected instances. | InstancedFoliageActor.h | |
FBox GetSelectionBoundingBox() |
Get the bounds of all selected instances. | InstancedFoliageActor.h | |
bool GetSelectionLocation
(
FBox& OutLocation |
Returns the location for the widget. | InstancedFoliageActor.h | |
bool HasSelectedInstances() |
Whether actor has selected instances. | InstancedFoliageActor.h | |
virtual bool IsLevelBoundsRelevant() |
InstancedFoliageActor.h | ||
virtual bool IsListedInSceneOutliner() |
InstancedFoliageActor.h | ||
void MapRebuild() |
Called in response to BSP rebuilds to migrate foliage from obsolete to new components. | InstancedFoliageActor.h | |
void MoveAllInstancesToLevel
(
ULevel* InTargetLevel |
Move all instances to a foliage actor in target level. | InstancedFoliageActor.h | |
void MoveInstancesToLevel
(
ULevel* InTargetLevel, |
Move instances to a foliage actor in target level. | InstancedFoliageActor.h | |
void MoveInstancesToNewComponent
(
UPrimitiveComponent* InOldComponent, |
Change all instances based on one component to a new component (possible in another level). | InstancedFoliageActor.h | |
void MoveInstancesToNewComponent
(
UPrimitiveComponent* InOldComponent, |
InstancedFoliageActor.h | ||
void MoveSelectedInstancesToLevel
(
ULevel* InTargetLevel |
Move selected instances to a foliage actor in target level. | InstancedFoliageActor.h | |
void NotifyFoliageInstanceMovementEnded
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
void NotifyFoliageInstanceMovementOngoing
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
void NotifyFoliageInstanceMovementStarted
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
void NotifyFoliageInstanceSelectionChanged
(
const FFoliageInstanceId& InstanceId, |
InstancedFoliageActor.h | ||
void NotifyFoliageTypeChanged
(
UFoliageType* FoliageType, |
Called to notify InstancedFoliageActor that a UFoliageType has been modified | InstancedFoliageActor.h | |
void NotifyFoliageTypeWillChange
(
UFoliageType* FoliageType |
InstancedFoliageActor.h | ||
FOnFoliageTypeMeshChanged & OnFoliageTypeMeshChanged() |
InstancedFoliageActor.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
InstancedFoliageActor.h | ||
virtual void PostEditUndo() |
InstancedFoliageActor.h | ||
virtual void PostInitProperties() |
InstancedFoliageActor.h | ||
virtual void PostLoad() |
InstancedFoliageActor.h | ||
virtual void PreEditUndo() |
InstancedFoliageActor.h | ||
void RemoveBaseComponentOnFoliageTypeInstances
(
UFoliageType* FoliageType |
InstancedFoliageActor.h | ||
bool RemoveFoliageInfoAndCopyValue
(
UFoliageType* FoliageType, |
InstancedFoliageActor.h | ||
void RemoveFoliageType
(
UFoliageType** InFoliageType, |
Remove the FoliageType from the list, and all its instances. | InstancedFoliageActor.h | |
void RepairDuplicateIFA
(
AInstancedFoliageActor* InDuplicateIFA |
Fix up a duplicate IFA | InstancedFoliageActor.h | |
virtual void RerunConstructionScripts() |
We don't want to have our components automatically destroyed by the Blueprint code | InstancedFoliageActor.h | |
bool SelectInstance
(
AActor* InActor, |
Select an individual instance. | InstancedFoliageActor.h | |
void SelectInstance
(
UInstancedStaticMeshComponent* InComponent, |
Select an individual instance. | InstancedFoliageActor.h | |
virtual void Serialize
(
FArchive& Ar |
InstancedFoliageActor.h | ||
bool SetFoliageInstanceTransform
(
const FFoliageInstanceId& InstanceId, |
InstancedFoliageActor.h | ||
virtual bool ShouldExport() |
InstancedFoliageActor.h | ||
virtual bool ShouldImport
(
FStringView ActorPropString, |
InstancedFoliageActor.h | ||
virtual bool ShouldIncludeGridSizeInName
(
UWorld* InWorld, |
InstancedFoliageActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ISMInstanceManager * GetSMInstanceManager
(
const FSMInstanceId& InstanceId |
InstancedFoliageActor.h | ||
void HandleFoliageInstancePostMove
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
void HandleFoliageInstancePreMove
(
const FFoliageInstanceId& InstanceId |
InstancedFoliageActor.h | ||
virtual float InternalTakeRadialDamage
(
float Damage, |
Default InternalTakeRadialDamage behavior finds and scales damage for the closest component which isn't appropriate for foliage. | InstancedFoliageActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddInstances
(
UObject* WorldContextObject, |
InstancedFoliageActor.h |
|
|
static void AddReferencedObjects
(
UObject* InThis, |
InstancedFoliageActor.h | ||
static bool CheckCollisionWithWorld
(
const UWorld* InWorld, |
InstancedFoliageActor.h | ||
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
InstancedFoliageActor.h | ||
static void DeleteInstancesForComponent
(
UWorld* InWorld, |
Deletes the instances attached to a component, traverses all foliage actors in the world. | InstancedFoliageActor.h | |
static bool FoliageTrace
(
const UWorld* InWorld, |
InstancedFoliageActor.h | ||
static AInstancedFoliageActor * Get
(
UWorld* InWorld, |
Get the instanced foliage actor for the specified params | InstancedFoliageActor.h | |
static AInstancedFoliageActor * GetDefault
(
UWorld* InWorld |
InstancedFoliageActor.h | ||
static AInstancedFoliageActor * GetInstancedFoliageActorForCurrentLevel
(
const UWorld* InWorld, |
Get the instanced foliage actor for the current streaming level. | InstancedFoliageActor.h | |
static AInstancedFoliageActor * GetInstancedFoliageActorForLevel
(
ULevel* Level, |
Get the instanced foliage actor for the specified streaming level. | InstancedFoliageActor.h | |
static bool HasFoliageAttached
(
UActorComponent* InComponent |
Whether there any foliage instances painted on specified component | InstancedFoliageActor.h | |
static void MoveInstancesForComponentToCurrentLevel
(
UActorComponent* InComponent |
Moves instances based on the specified component to the current streaming level. | InstancedFoliageActor.h | |
static void MoveInstancesForComponentToLevel
(
UActorComponent* InComponent, |
InstancedFoliageActor.h | ||
static void MoveInstancesToNewComponent
(
UWorld* InWorld, |
InstancedFoliageActor.h | ||
static void MoveInstancesToNewComponent
(
UWorld* InWorld, |
InstancedFoliageActor.h | ||
static void MoveSelectedInstancesToActorEditorContext
(
UWorld* InWorld |
InstancedFoliageActor.h | ||
static void RemoveAllInstances
(
UObject* WorldContextObject, |
InstancedFoliageActor.h |
|
|
static void UpdateInstancePartitioning
(
UWorld* InWorld |
InstancedFoliageActor.h |