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API > API/Runtime > API/Runtime/Landscape
| Name | ULandscapeNaniteComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeNaniteComponent.h |
| Include Path | #include "LandscapeNaniteComponent.h" |
Syntax
UCLASS (
HideCategories=(Display, Attachment, Physics, Debug, Collision, Movement, Rendering, PrimitiveComponent, Object, Transform, Mobility, VirtualTexture),
ShowCategories=("Rendering|Material"), MinimalAPI, Within=LandscapeProxy)
class ULandscapeNaniteComponent : public UStaticMeshComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UStaticMeshComponent → ULandscapeNaniteComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeNaniteComponent
(
const FObjectInitializer& ObjectInitializer |
LandscapeNaniteComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | bool | LandscapeNaniteComponent.h |
|
|
| ProxyContentId | FGuid | The landscape proxy identity this Nanite representation was generated for | LandscapeNaniteComponent.h | |
| SourceLandscapeComponents | TArray< TObjectPtr< ULandscapeComponent > > | Landscape Components which were used to generate this ULandscapeNaniteComponent | LandscapeNaniteComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
LandscapeNaniteComponent.h | ||
ALandscape * GetLandscapeActor() |
Get the landscape actor associated with this component. | LandscapeNaniteComponent.h | |
ALandscapeProxy * GetLandscapeProxy() |
Gets the landscape proxy actor which owns this component | LandscapeNaniteComponent.h | |
const FGuid & GetProxyContentId() |
LandscapeNaniteComponent.h | ||
const TArray< TObjectPtr< ULandscapeComponent > > & GetSourceLandscapeComponents() |
LandscapeNaniteComponent.h | ||
bool InitializeForLandscape
(
ALandscapeProxy* Landscape, |
Generates the Nanite static mesh, stores the content Id. | LandscapeNaniteComponent.h | |
FGraphEventRef InitializeForLandscapeAsync
(
ALandscapeProxy* Landscape, |
LandscapeNaniteComponent.h | ||
FGraphEventRef InitializeForLandscapeAsync
(
ALandscapeProxy* Landscape, |
LandscapeNaniteComponent.h | ||
bool InitializePlatformForLandscape
(
ALandscapeProxy* Landscape, |
Ensures the cooked cached platform data of the Nanite static mesh is finished. | LandscapeNaniteComponent.h | |
bool IsEnabled() |
LandscapeNaniteComponent.h | ||
virtual bool IsHLODRelevant() |
LandscapeNaniteComponent.h | ||
virtual bool NeedsLoadForServer() |
LandscapeNaniteComponent.h | ||
virtual bool NeedsLoadForTargetPlatform
(
const ITargetPlatform* TargetPlatform |
LandscapeNaniteComponent.h | ||
virtual void PostLoad() |
LandscapeNaniteComponent.h | ||
void SetEnabled
(
bool bValue |
LandscapeNaniteComponent.h | ||
void SetProxyContentId
(
const FGuid& InProxyContentId |
LandscapeNaniteComponent.h | ||
void SetSourceLandscapeComponents
(
const TArray< ULandscapeComponent* >& InSourceLandscapeComponents |
LandscapeNaniteComponent.h | ||
void UpdatedSharedPropertiesFromActor() |
LandscapeNaniteComponent.h | ||
void UpdateMaterials() |
Copy the materials from the source ULandscapeComponents to this ULandscapeNaniteComponent's StaticMesh | LandscapeNaniteComponent.h |