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ULandscapeEditResourcesSubsystem provides services to manage/pool render resources used by the landscape tools, across landscape actors, in order to minimize memory consumption
| Name | ULandscapeEditResourcesSubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeEditResourcesSubsystem.h |
| Include Path | #include "LandscapeEditResourcesSubsystem.h" |
Syntax
UCLASS ()
class ULandscapeEditResourcesSubsystem : public UEngineSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEngineSubsystem → ULandscapeEditResourcesSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeEditResourcesSubsystem() |
LandscapeEditResourcesSubsystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ColorMaskRegionMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| LandscapeBlackTexture | TObjectPtr< UTexture2D > | LandscapeEditResourcesSubsystem.h |
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| LandscapeDirtyMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| LandscapeLayerUsageMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| LayerDebugColorMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| MaskRegionMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| ScratchRenderTargets | TArray< TObjectPtr< ULandscapeScratchRenderTarget > > | LandscapeEditResourcesSubsystem.h |
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| SelectionColorMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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| SelectionRegionMaterial | TObjectPtr< UMaterialInterface > | LandscapeEditResourcesSubsystem.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetColorMaskRegionMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UTexture2D * GetLandscapeBlackTexture() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetLandscapeDirtyMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetLandscapeLayerUsageMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetLayerDebugColorMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetMaskRegionMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetSelectionColorMaterial() |
LandscapeEditResourcesSubsystem.h | ||
UMaterialInterface * GetSelectionRegionMaterial() |
LandscapeEditResourcesSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
UEngineSubsystem implementation. | LandscapeEditResourcesSubsystem.h | |
void ReleaseScratchRenderTarget
(
ULandscapeScratchRenderTarget* InScratchRenderTarget |
Releases a previously requested ULandscapeScratchRenderTarget and returns it to the pool | LandscapeEditResourcesSubsystem.h | |
ULandscapeScratchRenderTarget * RequestScratchRenderTarget
(
const UE::Landscape::FScratchRenderTargetParams& InParams |
Returns an existing (recycled) or new ULandscapeScratchRenderTarget | LandscapeEditResourcesSubsystem.h |