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Base class for persistent layers, i.e. layers that have a set of backing textures (heightmaps, weightmaps) and can therefore be rendered in a similar fashion
| Name | ULandscapeEditLayerPersistent |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeEditLayer.h |
| Include Path | #include "LandscapeEditLayer.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class ULandscapeEditLayerPersistent :
public ULandscapeEditLayerBase ,
public ILandscapeEditLayerRenderer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULandscapeEditLayerBase → ULandscapeEditLayerPersistent
Implements Interfaces
Derived Classes
Functions
Public
Overridden from ULandscapeEditLayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool NeedsPersistentTextures() |
Begin ULandscapeEditLayerBase implementation. | LandscapeEditLayer.h | |
virtual bool SupportsBlueprintBrushes() |
LandscapeEditLayer.h | ||
virtual bool SupportsCollapsingTo() |
LandscapeEditLayer.h |
Overridden from ILandscapeEditLayerRenderer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BlendLayer
(
UE::Landscape::EditLayers::FRenderParams& RenderParams, |
BlendLayer is where the renderer has a chance to blend its content with the merged result of all preceding layers It operates on a limited set of components (depending on the size of the render batches) and on a set of target layers (e.g. multiple weightmaps). | LandscapeEditLayer.h | |
virtual FString GetEditLayerRendererDebugName() |
LandscapeEditLayer.h | ||
virtual void GetRendererStateInfo
(
const UE::Landscape::EditLayers::FMergeContext* InMergeContext, |
GetRendererStateInfo retrieves the current state of this renderer (what it can and does render, as well as how to group target layers together), and part of this will then be mutable for the duration of the merge. | LandscapeEditLayer.h | |
virtual UE::Landscape::EditLayers::ERenderFlags GetRenderFlags
(
const UE::Landscape::EditLayers::FMergeContext* InMergeContext |
LandscapeEditLayer.h | ||
virtual TArray< UE::Landscape::EditLayers::FEditLayerRenderItem > GetRenderItems
(
const UE::Landscape::EditLayers::FMergeContext* InMergeContext |
GetRenderItems retrieves information about the areas this renderer renders to and specifically what respective input area they require to render properly | LandscapeEditLayer.h | |
virtual bool RenderLayer
(
UE::Landscape::EditLayers::FRenderParams& RenderParams, |
RenderLayer is where the renderer has a chance to render its content and eventually blend it with the merged result of all preceding layers (if ERenderFlags::BlendMode_SeparateBlend is not returned) It operates on a limited set of components (depending on the size of the render batches) and on a set of target layers (e.g. multiple weightmaps). | LandscapeEditLayer.h |