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API > API/Runtime > API/Runtime/Landscape
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/LandscapePhysicalMaterial.h |
| Include | #include "LandscapePhysicalMaterial.h" |
Syntax
class FLandscapePhysicalMaterialRenderTask
Remarks
A single task for calculating the landscape physical material. The work uses the GPU so this object handles reading back the data without stalling. We need to call Tick() until IsComplete() returns true. We need to call Release() after use to prevent leaking of internal objects. All calls are expected to be made on the game thread only.
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Flush () |
Flush a task to completion. This may stall waiting for completion. | |
| uint32 | GetHash () |
||
| TArray< uint8 > const & | GetResultIds () |
Get the result data. | |
| TArray< class UPhysicalMaterial * > const & | Get the result data. | ||
| bool | Init
(
ULandscapeComponent const* LandscapeComponent, |
Initialize the task for a component. | |
| bool | IsComplete () |
Returns true if the task is complete and the result is available. | |
| bool | IsInProgress () |
Is this Task in progress (valid and incomplete) | |
| bool | IsValid () |
Returns true if Init() has been called without a Release(). | |
| void | Release () |
Release the task. | |
| void | Tick () |
Update a task. Does nothing if the task is complete. |