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API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/ALandscapeProxy
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateGrass
(
const TArray< FVector >& Cameras, |
LandscapeProxy.h | ||
void UpdateGrass
(
const TArray< FVector >& Cameras, |
Update Grass Builds grass instances given the camera locations | LandscapeProxy.h |
UpdateGrass(const TArray< FVector > &, bool)
| Name | UpdateGrass |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h |
| Include Path | #include "LandscapeProxy.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeGrass.cpp |
void UpdateGrass
(
const TArray < FVector > & Cameras,
bool bForceSync
)
UpdateGrass(const TArray< FVector > &, int32 &, bool)
Description
Update Grass Builds grass instances given the camera locations
| Name | UpdateGrass |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h |
| Include Path | #include "LandscapeProxy.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeGrass.cpp |
void UpdateGrass
(
const TArray < FVector > & Cameras,
int32 & InOutNumComponentsCreated,
bool bForceSync
)
Parameters
| Name | Remarks |
|---|---|
| Cameras | to use for culling, if empty, then NO culling |
| InOutNumComponentsCreated, value | can increase if components were created, it is also used internally to limit the number of creations |
| bForceSync | if true, block and finish all work so that grass is fully populated for the given cameras |