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API > API/Runtime > API/Runtime/Foliage
| Name | UProceduralFoliageSpawner |
| Type | class |
| Header File | /Engine/Source/Runtime/Foliage/Public/ProceduralFoliageSpawner.h |
| Include Path | #include "ProceduralFoliageSpawner.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, MinimalAPI)
class UProceduralFoliageSpawner : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UProceduralFoliageSpawner
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UProceduralFoliageSpawner
(
const FObjectInitializer& ObjectInitializer |
ProceduralFoliageSpawner.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LastCancel | FThreadSafeCounter | ProceduralFoliageSpawner.h | ||
| MinimumQuadTreeSize | float | Minimum size of the quad tree used during the simulation. | ProceduralFoliageSpawner.h |
|
| NumUniqueTiles | int32 | The number of unique tiles to generate. | ProceduralFoliageSpawner.h |
|
| RandomSeed | int32 | The seed used for generating the randomness of the simulation. | ProceduralFoliageSpawner.h |
|
| TileSize | float | Length of the tile (in cm) along one axis. | ProceduralFoliageSpawner.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseOverrideFoliageTerrainMaterials | bool | If checked, will override the default behavior of using the global foliage material list and instead use the Override Foliage Terrain Materials defined here. | ProceduralFoliageSpawner.h |
|
| FoliageTypes | TArray< FFoliageTypeObject > | The types of foliage to procedurally spawn. | ProceduralFoliageSpawner.h |
|
| OverrideFoliageTerrainMaterials | TArray< TSoftObjectPtr< UMaterialInterface > > | Procedural foliage will only spawn on materials specified here. | ProceduralFoliageSpawner.h |
|
| PrecomputedTiles | TArray< TWeakObjectPtr< UProceduralFoliageTile > > | ProceduralFoliageSpawner.h | ||
| RandomStream | FRandomStream | ProceduralFoliageSpawner.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UProceduralFoliageTile * CreateTempTile() |
Creates a temporary empty tile with the appropriate settings created for it. | ProceduralFoliageSpawner.h | |
void Empty() |
ProceduralFoliageSpawner.h |
|
|
const TArray< TSoftObjectPtr< UMaterialInterface > > & GetFoliageTerrainMaterials() |
ProceduralFoliageSpawner.h | ||
const TArray< FFoliageTypeObject > & GetFoliageTypes() |
ProceduralFoliageSpawner.h | ||
void GetInstancesToSpawn
(
TArray< FProceduralFoliageInstance >& OutInstances, |
Returns the instances that need to spawn for a given min,max region | ProceduralFoliageSpawner.h | |
int32 GetRandomNumber() |
ProceduralFoliageSpawner.h | ||
const UProceduralFoliageTile * GetRandomTile
(
int32 X, |
Takes a tile index and returns a random tile associated with that index. | ProceduralFoliageSpawner.h | |
virtual void Serialize
(
FArchive& Ar |
ProceduralFoliageSpawner.h | ||
void Simulate
(
int32 NumSteps |
ProceduralFoliageSpawner.h |
|
|
bool UsesOverrideFoliageTerrainMaterials() |
ProceduralFoliageSpawner.h |