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API > API/Runtime > API/Runtime/Landscape
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- APartitionActor
- ALandscapeProxy
- ALandscape
- ALandscapeStreamingProxy
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h |
| Include | #include "LandscapeProxy.h" |
Syntax
class ALandscapeProxy :
public APartitionActor,
public ILandscapeSplineInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSet< FWorldPartitionReference > | ActorDescReferences | Hard refs to actors that need to be loaded when this proxy is loaded. | |
| TArray< FAsyncTask< FAsyncGrassTask > * > | AsyncFoliageTasks | A transient data structure for tracking the grass tasks | |
| uint8: 1 | bAffectDistanceFieldLighting | Controls whether the primitive should affect dynamic distance field lighting methods. | |
| uint32: 1 | bBakeMaterialPositionOffsetIntoCollision | Whether to bake the landscape material's vertical world position offset into the collision heightfield. | |
| uint8: 1 | bCastContactShadow | Whether the object should cast contact shadows. This flag is only used if CastShadow is true. | |
| uint8: 1 | bCastDynamicShadow | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. | |
| uint32: 1 | bCastFarShadow | When enabled, the component will be rendering into the far shadow cascades(only for directional lights). | |
| uint8: 1 | bCastHiddenShadow | If true, the primitive will cast shadows even if bHidden is true. | |
| uint32: 1 | bCastShadowAsTwoSided | Whether this primitive should cast dynamic shadows as if it were a two sided material. | |
| uint8: 1 | bCastStaticShadow | Whether the object should cast a static shadow from shadow casting lights. | |
| bool | bEnableNanite | Use Nanite to render landscape as a mesh on supported platforms. | |
| uint32: 1 | bFillCollisionUnderLandscapeForNavmesh | Set to true to prevent navmesh generation under the terrain geometry | |
| uint32: 1 | bGenerateOverlapEvents | If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). | |
| bool | bHasLandscapeGrass | Only used outside of the editor (e.g. in cooked builds) Disables landscape grass processing entirely if no landscape components have landscape grass configured | |
| bool | bHasLayersContent | Flag that tell if we have some layers content | |
| bool | bIsPerformingInteractiveActionOnLandscapeMaterialOverride | ||
| bool | bIsRegisteredWithLandscapeInfo | True when this Proxy is registered with the LandscapeInfo | |
| bool | bNaniteSkirtEnabled | ||
| bool | bNeedsWeightmapUsagesUpdate | Set to true when on undo, when it's necessary to completely regenerate weightmap usages (since some weightmap allocations are transactional and others not, e.g. splines edit layer) | |
| FBodyInstance | BodyInstance | Collision profile settings for this landscape | |
| uint32: 1 | bRenderCustomDepth | If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines) | |
| bool | bSetCreateRuntimeVirtualTextureVolumes | Placeholder for details customization button. | |
| bool | bTemporarilyDisableWeightmapUsagesValidation | Set to true when we know that weightmap usages are being reconstructed and might be temporarily invalid as a result (ValidateProxyLayersWeightmapUsage should be called after setting this back to false) | |
| bool | bUpgradeSharedPropertiesPerformed | Used to know if the deprecation of shared properties modified before the enforcement system introduction has been performed on load. | |
| bool | bUseCompressedHeightmapStorage | Enable compressed heightmap texture storage. | |
| uint32: 1 | bUsedForNavigation | Hints navigation system whether this landscape will ever be navigated on. | |
| bool | bUseDynamicMaterialInstance | When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime | |
| bool | bUseLandscapeForCullingInvisibleHLODVertices | Flag whether or not this Landscape's surface can be used for culling hidden triangles | |
| uint32: 1 | bUseMaterialPositionOffsetInStaticLighting | Whether to use the landscape material's vertical world position offset when calculating static lighting. | |
| bool | bVirtualTextureRenderWithQuad | Use a single quad to render this landscape to runtime virtual texture pages. | |
| bool | bVirtualTextureRenderWithQuadHQ | Use highest quality heightmap interpolation when using a single quad to render this landscape to runtime virtual texture pages. | |
| uint8: 1 | CastShadow | Controls whether the primitive component should cast a shadow or not. | |
| TArray< TObjectPtr< ULandscapeHeightfieldCollisionComponent > > | CollisionComponents | Array of LandscapeHeightfieldCollisionComponent | |
| int32 | CollisionMipLevel | Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate. | |
| float | ComponentScreenSizeToUseSubSections | Component screen size (0.0 - 1.0) at which we should keep sub sections. | |
| int32 | ComponentSizeQuads | Data set at creation time | |
| uint32 | CurrentVersion | CurrentVersion is bumped whenever a landscape component has an undo/redo operation applied. | |
| int32 | CustomDepthStencilValue | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | |
| ERendererStencilMask | CustomDepthStencilWriteMask | Mask used for stencil buffer writes. | |
| TObjectPtr< UPhysicalMaterial > | DefaultPhysMaterial | Default physical material, used when no per-layer values physical materials | |
| TArray< FLandscapeEditorLayerSettings > | EditorLayerSettings | ||
| int32 | ExportLOD | LOD level to use when exporting the landscape to obj or FBX | |
| FDelegateHandle | FeatureLevelChangedDelegateHandle | Handle so we can unregister the delegate | |
| FCachedLandscapeFoliage | FoliageCache | A transient data structure for tracking the grass | |
| TArray< TObjectPtr< UHierarchicalInstancedStaticMeshComponent > > | FoliageComponents | ||
| uint32 | FrameOffsetForTickInterval | Frame offset for tick interval | |
| TMap< UTexture2D *, FLandscapeEditLayerReadback * > | HeightmapsCPUReadback | ||
| TArray< TObjectPtr< ULandscapeComponent > > | LandscapeComponents | The array of LandscapeComponent that are used by the landscape | |
| FGuid | LandscapeGuid | Guid for LandscapeEditorInfo, all proxies that belong to the same landscape should have the same LandscapeGuid, even if split across world partitions Note that this value may change when the landscape is instanced (or in PIE) in order to allow multiple instances of the same landscape to exist. | |
| TObjectPtr< UMaterialInterface > | LandscapeHoleMaterial | Material used to render landscape components with holes. | |
| TObjectPtr< UMaterialInterface > | LandscapeMaterial | Combined material used to render the landscape | |
| FLandscapeMaterialChangedDelegate | LandscapeMaterialChangedDelegate | ||
| FIntPoint | LandscapeSectionOffset | Offset in quads from global components grid origin (in quads) | |
| float | LDMaxDrawDistance | Max draw distance exposed to LDs. | |
| FLightingChannels | LightingChannels | Channels that this Landscape should be in. | |
| FLightmassPrimitiveSettings | LightmassSettings | The Lightmass settings for this object. | |
| float | LOD0DistributionSetting | The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen. | |
| float | LOD0ScreenSize | This is the starting screen size used to calculate the distribution. | |
| float | LODDistributionSetting | The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space. | |
| uint32 | LODGroupKey | ||
| TMap< FString, TObjectPtr< UMaterialInstanceConstant > > | MaterialInstanceConstantMap | Map of material instance constants used to for the components. | |
| int32 | MaxLODLevel | Max LOD level to use when rendering, -1 means the max available | |
| int32 | MaxPaintedLayersPerComponent | ||
| TArray< TObjectPtr< ULandscapeNaniteComponent > > | NaniteComponents | ||
| int32 | NaniteLODIndex | LOD level of the landscape when generating the Nanite mesh. | |
| float | NaniteSkirtDepth | ||
| ENavDataGatheringMode | NavigationGeometryGatheringMode | ||
| float | NegativeZBoundsExtension | Allows overriding the landscape bounds. | |
| int32 | NumComponentsNeedingGrassMapRender | For the grassmap rendering notification | |
| int32 | NumSubsections | ||
| int32 | NumTexturesToStreamForVisibleGrassMapRender | To throttle texture streaming when we're trying to render a grassmap | |
| FOnLandscapeProxyComponentDataChanged | OnComponentDataChanged | ||
| FGuid | OriginalLandscapeGuid | The original unmutated LandscapeGuid on the source asset, before instancing modfications. | |
| TArray< FLandscapePerLODMaterialOverride > | PerLODOverrideMaterials | ||
| float | PositiveZBoundsExtension | Allows overriding the landscape bounds. | |
| TObjectPtr< UMaterialInterface > | PreEditLandscapeHoleMaterial | ||
| TObjectPtr< UMaterialInterface > | PreEditLandscapeMaterial | ||
| TArray< FLandscapePerLODMaterialOverride > | PreEditPerLODOverrideMaterials | ||
| FGuid | ReimportDestinationLayerGuid | Height and weightmap import destination layer guid | |
| FString | ReimportHeightmapFilePath | ||
| FRenderCommandFence | ReleaseResourceFence | ||
| TArray< TObjectPtr< URuntimeVirtualTexture > > | RuntimeVirtualTextures | Array of runtime virtual textures into which we draw this landscape. | |
| EShadowCacheInvalidationBehavior | ShadowCacheInvalidationBehavior | Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset. | |
| int32 | SimpleCollisionMipLevel | If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision. | |
| TObjectPtr< ULandscapeSplinesComponent > | SplineComponent | ||
| int32 | StaticLightingLOD | LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing) | |
| float | StaticLightingResolution | The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams | |
| float | StreamingDistanceMultiplier | Allows artists to adjust the distance where textures using UV 0 are streamed in/out. | |
| int32 | SubsectionSizeQuads | ||
| ELandscapeLayerDisplayMode | TargetDisplayOrder | Display Order mode for the targets | |
| TArray< FName > | TargetDisplayOrderList | Display Order of the targets | |
| int32 | VirtualTextureLodBias | Bias to the LOD selected for rendering to runtime virtual textures. | |
| int32 | VirtualTextureNumLods | Number of mesh levels to use when rendering landscape into runtime virtual texture. | |
| ERuntimeVirtualTextureMainPassType | VirtualTextureRenderPassType | Controls if this component draws in the main pass as well as in the virtual texture. | |
| uint32 | WeightmapFixupVersion | ||
| TMap< UTexture2D *, FLandscapeEditLayerReadback * > | WeightmapsCPUReadback | ||
| TMap< TObjectPtr< UTexture2D >, TObjectPtr< ULandscapeWeightmapUsage > > | WeightmapUsageMap | Map of weightmap usage |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ALandscapeProxy
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddExclusionBox
(
FWeakObjectPtr Owner, |
TODO [jonathan.bard] : Rename to "AddGrassExclusionBox" + no reason for any of this to be static. | |
| bool | Add Layer if it doesn't exist yet. | ||
| void | AddReferencedObjects
(
UObject* InThis, |
||
| bool | AreNaniteComponentsValid
(
const FGuid& InProxyContentId |
||
| bool | |||
| void | BuildGrassMaps
(
FScopedSlowTask* InSlowTask |
||
| void | BuildPhysicalMaterial
(
FScopedSlowTask* InSlowTask |
||
| bool | Will tell if the landscape proxy can have some content related to the layer system | ||
| void | ChangeComponentScreenSizeToUseSubSections
(
float InComponentScreenSizeToUseSubSections |
Change ComponentScreenSizeToUseSubSections value on the render proxy. | |
| void | Changed Physical Material. | ||
| void | ChangeLODDistanceFactor
(
float InLODDistanceFactor |
Change the Level of Detail distance factor | |
| void | CheckGenerateMobilePlatformData
(
bool bIsCooking, |
Generate mobile platform data if it's missing or outdated | |
| void | |||
| void | CopySharedProperties
(
ALandscapeProxy* InLandscape |
Copy properties from parent Landscape actor. | |
| ULandscapeInfo * | CreateLandscapeInfo
(
bool bMapCheck, |
Creates the LandscapeInfo if necessary, then registers this proxy with it | |
| UTexture2D * | CreateLandscapeTexture
(
int32 InSizeX, |
Creates a Texture2D for use by this landscape proxy or one of it's components. | |
| UTexture2D * | CreateLandscapeToolTexture
(
int32 InSizeX, |
Creates a Texture2D for use by this landscape proxy or one of it's components for tools . | |
| ULandscapeLayerInfoObject * | CreateLayerInfo
(
const TCHAR* InLayerName, |
Creates a new LandscapeLayerInfoObject | |
| ULandscapeLayerInfoObject * | CreateLayerInfo
(
const TCHAR* InLayerName, |
||
| void | CreateSplineComponent
(
const FVector& Scale3D |
||
| void | |||
| ULandscapeWeightmapUsage * | Creates a LandscapeWeightMapUsage object outered to this proxy. | ||
| void | DeleteLayer
(
const FGuid& InLayerGuid |
Delete Layer. | |
| void | EditorApplySpline
(
USplineComponent* InSplineComponent, |
Deform landscape using a given spline | |
| void | EditorSetLandscapeMaterial
(
UMaterialInterface* NewLandscapeMaterial |
Setter for LandscapeMaterial. Has no effect outside the editor. | |
| void | EnableNaniteComponents
(
bool bInNaniteActive |
||
| bool | ExportToRawMesh
(
const FRawMeshExportParams& InExportParams, |
Exports landscape geometry into a raw mesh according to the export params | |
| bool | ExportToRawMeshDataCopy
(
const FRawMeshExportParams& InExportParams, |
||
| bool | ExportToRawMeshDataCopyNew
(
const FRawMeshExportParams& InExportParams, |
||
| bool | ExportToRawMeshDataCopyOld
(
const FRawMeshExportParams& InExportParams, |
||
| void | Fixup any internal representation for shared properties. | ||
| void | FixupSharedData
(
ALandscape* Landscape, |
Assign only mismatching data and mark proxy package dirty. | |
| void | Fix up component layers, weightmaps | ||
| void | FlushGrassComponents
(
const TSet< ULandscapeComponent* >* OnlyForComponents, |
Flush the grass cache | |
| FAsyncWorkMonitor & | |||
| FIntRect | |||
| void | GetGrassTypes
(
const UWorld* World, |
Get the list of grass types on this landscape | |
| TOptional< float > | GetHeightAtLocation
(
FVector Location, |
||
| void | GetHeightValues
(
int32& SizeX, |
Fills an array with height values | |
| const ALandscape * | |||
| ALandscape * | |||
| UMaterialInterface * | Get Hole Landscape Material assigned to this Landscape. | ||
| UMaterialInterface * | GetLandscapeMaterial
(
int8 InLODIndex |
Get Landscape Material assigned to this Landscape. | |
| const TArray< ALandscapeProxy * > & | |||
| const TArray< FName > & | |||
| const TArray< FName > & | GetLayersFromMaterial
(
UMaterialInterface* Material |
||
| ULandscapeMaterialInstanceConstant * | GetLayerThumbnailMIC
(
UMaterialInterface* LandscapeMaterial, |
Create a thumbnail material for a given layer | |
| TArray< float > | Retrieve the screen size at which each LOD should be rendered. | ||
| FGuid | |||
| FGuid | |||
| int32 | |||
| TSet< FPrimitiveComponentId > | |||
| float | |||
| const FGuid & | Return the original landscape guid, before it was modified by instancing. | ||
| int32 | |||
| UE::Landscape::EOutdatedDataFlags | |||
| int32 | |||
| const TArray< FLandscapePerLODMaterialOverride > & | |||
| FIntPoint | Get landscape position in section space | ||
| bool | Will tell if the landscape proxy as some content related to the layer system | ||
| bool | |||
| void | Import
(
const FGuid& InGuid, |
Import the given Height/Weight data into this landscape | |
| void | InitializeLayerWithEmptyContent
(
const FGuid& InLayerGuid |
Initialize Layer with empty content if it hasn't been initialized yet. | |
| void | |||
| void | InvalidateGeneratedComponentData
(
bool bInvalidateLightingCache |
Invalidate the precomputed grass and baked texture data on all components | |
| void | InvalidateGeneratedComponentData
(
const TArray< ULandscapeComponent* >& Components, |
Invalidate the precomputed grass and baked texture data for the specified components | |
| void | InvalidateGeneratedComponentData
(
const TSet< ULandscapeComponent* >& Components, |
Invalidate the precomputed grass and baked texture data for the specified components | |
| void | InvalidateNaniteRepresentation
(
bool bInCheckContentId |
Invalidate and disable Nanite representation until a subsequent rebuild occurs | |
| void | InvalidateOrUpdateNaniteRepresentation
(
bool bInCheckContentId, |
Invalidate Nanite representation or rebuild it in case live update is active : | |
| void | |||
| bool | |||
| bool | Returns true if the Nanite representation is missing or outdated | ||
| bool | |||
| bool | IsPropertyInherited
(
const FProperty* InProperty |
Returns true if the property is inherited. | |
| bool | IsPropertyOverridable
(
const FProperty* InProperty |
Returns true if the property is overridable. | |
| bool | IsSharedProperty
(
const FProperty* InProperty |
Returns true if the property is shared. | |
| bool | IsSharedProperty
(
const FName& InPropertyName |
Returns true if the property is shared. | |
| bool | IsSharedPropertyOverridden
(
const FString& InPropertyName |
Returns true if the shared property is overridden by the object. | |
| bool | LandscapeExportHeightmapToRenderTarget
(
UTextureRenderTarget2D* InRenderTarget, |
Output a landscape heightmap to a render target | |
| bool | LandscapeExportWeightmapToRenderTarget
(
UTextureRenderTarget2D* InRenderTarget, |
Output a landscape weightmap to a render target Only works in the editor | |
| bool | LandscapeImportHeightmapFromRenderTarget
(
UTextureRenderTarget2D* InRenderTarget, |
Overwrites a landscape heightmap with render target data | |
| bool | LandscapeImportWeightmapFromRenderTarget
(
UTextureRenderTarget2D* InRenderTarget, |
Overwrites a landscape weightmap with render target data Only works in the editor | |
| TSharedRef< UE::Landscape::Nanite::FAsyncBuildData > | MakeAsyncNaniteBuildData
(
int32 InLODToExport, |
||
| int32 | |||
| void | OnFeatureLevelChanged
(
ERHIFeatureLevel::Type NewFeatureLevel |
Editor notification when changing feature level | |
| FLandscapeMaterialChangedDelegate & | |||
| void | Recreate all collision components based on render component | ||
| void | RecreateComponentsRenderState
(
TFunctionRef< void(ULandscapeComponent*)> Fn |
Recreate all component rendering states after applying a given function to each | |
| void | Recreate all components rendering and collision states | ||
| void | Unregisters all existing exclusion boxes. | ||
| void | RemoveExclusionBox
(
FWeakObjectPtr Owner |
Unregisters a previously-registered exclusion box. | |
| void | Remove Invalid weightmaps. | ||
| void | |||
| bool | RemoveObsoleteLayers
(
const TSet< FGuid >& InExistingLayers |
Remove Layers not found in InExistingLayers | |
| void | RemoveOverlappingComponent
(
ULandscapeComponent* Component |
Remove an overlapping component. Called from MapCheck. | |
| void | Remove all XYOffset values | ||
| void | RenderGrassMaps
(
const TArray< ULandscapeComponent* >& LandscapeComponents, |
Render grass maps for the specified components | |
| void | Repair invalid texture data that might have been introduced by a faulty version : | ||
| void | |||
| TArray< FLinearColor > | SampleRTData
(
UTextureRenderTarget2D* InRenderTarget, |
Samples an array of values from a Texture Render Target 2D. Only works in the editor | |
| void | SerializeStateHashes
(
FArchive& Ar |
Serialize all hashes/guids that record the current state of this proxy | |
| void | SetAbsoluteSectionBase
(
FIntPoint SectionOffset |
Set landscape absolute location in section space | |
| void | SetGrassUpdateInterval
(
int32 Interval |
||
| void | SetLandscapeGuid
(
const FGuid& Guid, |
||
| void | SetLandscapeMaterialScalarParameterValue
(
FName ParameterName, |
Set a MID scalar (float) parameter value for all landscape components. | |
| void | SetLandscapeMaterialTextureParameterValue
(
FName ParameterName, |
Set an MID texture parameter value for all landscape components. | |
| void | SetLandscapeMaterialVectorParameterValue
(
FName ParameterName, |
Set an MID vector parameter value for all landscape components. | |
| void | SetLODGroupKeyInternal
(
uint32 InLODGroupKey |
||
| void | SetPerLODOverrideMaterials
(
const TArray< FLandscapePerLODMaterialOverride >& InValue |
||
| void | SetSharedPropertyOverride
(
const FString& InPropertyName, |
Modifies the override state of the property given as argument. | |
| void | SetSplinesComponent
(
ULandscapeSplinesComponent* InSplineComponent |
||
| void | SetVirtualTextureRenderPassType
(
ERuntimeVirtualTextureMainPassType InType |
||
| bool | Per-frame call to update dynamic grass placement and render grassmaps | ||
| bool | |||
| TArray< FName > | SynchronizeSharedProperties
(
ALandscapeProxy* InLandscape |
Enforce property sharing and requirements related to the parent Landscape actor | |
| TArray< FName > | SynchronizeUnmarkedSharedProperties
(
ALandscapeProxy* InLandscape |
Synchronizes all shared properties that cannot be marked by regular meta tags. | |
| void | |||
| void | UpdateAllComponentMaterialInstances
(
bool bInInvalidateCombinationMaterials |
Update the material instances for all the landscape components | |
| void | UpdateAllComponentMaterialInstances
(
FMaterialUpdateContext& InOutMaterialContext, |
Update the material instances for all the landscape components | |
| void | UpdateCachedHasLayersContent
(
bool InCheckComponentDataIntegrity |
||
| void | UpdateGrass
(
const TArray< FVector >& Cameras, |
Update Grass | |
| void | UpdateGrass
(
const TArray< FVector >& Cameras, |
Update Grass | |
| void | UpdateGrassData
(
bool bInShouldMarkDirty, |
Update Grass maps | |
| void | UpdateNaniteRepresentation
(
const ITargetPlatform* InTargetPlatform |
Update Nanite representation if it's missing or outdated | |
| FGraphEventRef | UpdateNaniteRepresentationAsync
(
const ITargetPlatform* InTargetPlatform |
Update Nanite representation if it's missing or outdated Async | |
| void | |||
| void | UpdatePhysicalMaterialTasks
(
bool bInShouldMarkDirty |
Update the landscape physical material render tasks | |
| void | UpdatePhysicalMaterialTasksStatus
(
TSet< ULandscapeComponent* >* OutdatedComponents, |
Update the landscape physical material render tasks | |
| void | |||
| void | |||
| void | UpdateSharedProperties
(
ULandscapeInfo* InLandscapeInfo |
||
| void | UpgradeSharedProperties
(
ALandscape* InParentLandscape |
Converts shared properties overridden before explicit override, asking the user how to proceed. | |
| void |
Overridden from APartitionActor
| Type | Name | Description | |
|---|---|---|---|
| uint32 | GetDefaultGridSize
(
UWorld* InWorld |
||
| FGuid | GetGridGuid () |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| TUniquePtr< class FWorldPartitionActorDesc > | Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | ||
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EditorApplyMirror
(
const FVector& MirrorScale, |
Called by MirrorActors to perform a mirroring operation on the actor | |
| void | EditorApplyScale
(
const FVector& DeltaScale, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. | |
| bool | EditorCanAttachTo
(
const AActor* InParent, |
Returns true if this actor is allowed to be attached to the given actor | |
| bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. | |
| bool | Indicates whether this actor should participate in level bounds calculations | ||
| void | PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | |
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | ||
| void | Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. | ||
| void | UnregisterAllComponents
(
bool bForReregister |
Unregister all currently registered components |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. | |
| void | Called to finish destroying the object. | ||
| bool | Called to check if the object is ready for FinishDestroy. | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | ||
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreSave
(
FObjectPreSaveContext SaveContext |
Presave function. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from ILandscapeSplineInterface
| Type | Name | Description | |
|---|---|---|---|
| FGuid | Return the landscape guid, used to identify landscape proxies (and splines) that belong to the same landscape, even across world partitions. | ||
| ULandscapeInfo * | |||
| ULandscapeSplinesComponent * | |||
| FTransform | Get the LandcapeActor-to-world transform with respect to landscape section offset |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FLandscapeMaterialChangedDelegate | |||
| FRawMeshExportParams |
Constants
| Name | Description |
|---|---|
| GrassUpdateInterval | |
| LandscapeInheritedTag | |
| LandscapeOverridableTag | |
| LandscapeProxies | Maintain list of Proxies for faster iteration |
| NaniteComponentMaxSide | |
| NaniteMaxComponents | |
| TotalTexturesToStreamForVisibleGrassMapRender | |
| VisibilityLayer |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| float | CollisionThickness | CollisionThickness is not supported by Chaos Physics and therefore deprecated. Please remove any usage of this property | |
| TArray< ULandscapeComponent * > | Components | FGIBakedTextureState is officially deprecated now and nothing updates it anymore | |
| TArray< TObjectPtr< ULandscapeLayerInfoObject > > | EditorCachedLayerInfos_DEPRECATED | ||
| PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< FLandscapeProxyMaterialOverride > | LandscapeMaterialsOverride_DEPRECATED | LandscapeComponentMaterialOverride has been deprecated, use PerLODOverrideMaterials instead. | |
| float | LODDistanceFactor_DEPRECATED | ||
| TEnumAsByte< ELandscapeLODFalloff::Type > | LODFalloff_DEPRECATED | ||
| TObjectPtr< ULandscapeNaniteComponent > | NaniteComponent_DEPRECATED | NaniteComponent has been deprecated, use NaniteComponents instead. | |
| int32 | NumComponentsNeedingTextureBaking | NumComponentsNeedingTextureBaking is officially deprecated now and nothing updates it anymore | |
| int32 | UpdateBakedTexturesCountdown | UpdateBakedTexturesCountdown is officially deprecated now and nothing updates it anymore |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BuildGIBakedTextures
(
FScopedSlowTask* InSlowTask |
BuildGIBakedTextures is officially deprecated now | |
| void | CheckGenerateLandscapePlatformData
(
bool bIsCooking, |
CheckGenerateLandscapePlatformData has been deprecated, please use CheckGenerateMobilePlatformData instead. | |
| bool | ExportToRawMesh
(
const TArrayView< ULandscapeComponent* >& InComponents, |
Use the version of this function taking a FRawMeshExportParams as a parameter | |
| bool | ExportToRawMesh
(
int32 InExportLOD, |
Use the version of this function taking a FRawMeshExportParams as a parameter | |
| bool | ExportToRawMesh
(
int32 InExportLOD, |
Use the version of this function taking a FRawMeshExportParams as a parameter | |
| int32 | GetOutdatedGIBakedTextureComponentsCount is officially deprecated now returns 0 | ||
| void | GetSharedProperties
(
ALandscapeProxy* Landscape |
GetSharedProperties is being deprecated, please use CopySharedProperties or SynchronizeSharedProperties instead. | |
| PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid | PreSave
(
const ITargetPlatform* TargetPlatform |
Use version that takes FObjectPreSaveContext instead. |