Navigation
API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/ULandscapeEditLayerSplines
- ULandscapeEditLayerBase::OnLayerCreated()
- ULandscapeEditLayerSplines::OnLayerCreated()
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeEditLayer.h |
| Include | #include "LandscapeEditLayer.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeEditLayer.cpp |
virtual void OnLayerCreated
(
FLandscapeLayer & Layer
)
Remarks
TODO [jonathan.bard] : Remove : temporary method to give the edit layer an opportunity to change some settings on the old struct (FLandscapeLayer) upon creation. The better way would be to move most of the settings to ULandscapeEditLayer(Base?) and expose a "property changed" event that both the UI and runtime code could listen to in order to generically react to any change on the layer settings, including on the derived class (e.g. if there were some splines layer-specific settings, on property change, the event would be triggered and the landscape layers would be updated as a result), instead of providing ad-hoc functions on ALandscape, like we do currently (e.g. SetLayerAlpha, SetLayerVisibility, SetLayerName, etc.) on both the runtime code (ALandscape) and the UI code (FEdModeLandscape)