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API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/ULandscapeEditLayerPersistent
Description
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). It guarantees access to the merged result from preceding layers of each target layer.
Virtual Inheritance
- ILandscapeEditLayerRenderer::BlendLayer → ULandscapeEditLayerPersistent::BlendLayer
| Name | BlendLayer |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeEditLayer.h |
| Include Path | #include "LandscapeEditLayer.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeEditLayers.cpp |
virtual void BlendLayer
(
UE::Landscape::EditLayers::FRenderParams & RenderParams,
UE::Landscape::FRDGBuilderRecorder & RDGBuilderRecorder
)
Parameters
| Name | Remarks |
|---|---|
| RenderParams | contains parameters necessary for this render (affected components, merge context, etc.) |
| RDGBuilderRecorder | (see RenderLayer) |