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API > API/Runtime > API/Runtime/Landscape
| Name | UControlPointMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/ControlPointMeshComponent.h |
| Include Path | #include "ControlPointMeshComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UControlPointMeshComponent : public UStaticMeshComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UStaticMeshComponent → UControlPointMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UControlPointMeshComponent
(
const FObjectInitializer& ObjectInitializer |
ControlPointMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSelected | uint32 | ControlPointMeshComponent.h |
|
|
| VirtualTextureMainPassMaxDrawDistance | float | The max draw distance to use in the main pass when also rendering to a runtime virtual texture. | ControlPointMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetVirtualTextureMainPassMaxDrawDistance() |
ControlPointMeshComponent.h | ||
virtual bool IsEditorOnly() |
ControlPointMeshComponent.h | ||
bool IsRelevantForSplinePartitioning() |
ControlPointMeshComponent.h | ||
virtual bool ShouldRenderSelected() |
ControlPointMeshComponent.h |