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API > API/Runtime > API/Runtime/Landscape
| Name | ULandscapeSplineControlPoint |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplineControlPoint.h |
| Include Path | #include "LandscapeSplineControlPoint.h" |
Syntax
UCLASS (Within=LandscapeSplinesComponent, AutoExpandCategories=LandscapeSplineControlPoint,
MinimalAPI)
class ULandscapeSplineControlPoint : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULandscapeSplineControlPoint
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeSplineControlPoint
(
const FObjectInitializer& ObjectInitializer |
LandscapeSplineControlPoint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadow | uint32 | Whether the Control Point Mesh should cast a shadow. | LandscapeSplineControlPoint.h |
|
| bHiddenInGame | uint8 | Whether to hide the mesh in game | LandscapeSplineControlPoint.h |
|
| bLowerTerrain | uint32 | If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape. | LandscapeSplineControlPoint.h |
|
| BodyInstance | FBodyInstance | Mesh Collision Settings | LandscapeSplineControlPoint.h |
|
| bPlaceSplineMeshesInStreamingLevels | uint32 | Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false) | LandscapeSplineControlPoint.h |
|
| bRaiseTerrain | uint32 | If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape. | LandscapeSplineControlPoint.h |
|
| bRenderCustomDepth | uint8 | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) | LandscapeSplineControlPoint.h |
|
| ConnectedSegments | TArray< FLandscapeSplineConnection > | Procedural data: | LandscapeSplineControlPoint.h |
|
| CustomDepthStencilValue | int32 | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | LandscapeSplineControlPoint.h |
|
| CustomDepthStencilWriteMask | ERendererStencilMask | Mask used for stencil buffer writes. | LandscapeSplineControlPoint.h |
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| EndFalloff | float | Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored). | LandscapeSplineControlPoint.h |
|
| LayerName | FName | Name of blend layer to paint when applying spline to landscape If "none", no layer is painted | LandscapeSplineControlPoint.h |
|
| LayerWidthRatio | float | Layer Width ratio of the spline at this point. | LandscapeSplineControlPoint.h |
|
| LDMaxDrawDistance | float | Max draw distance for the mesh used on this control point | LandscapeSplineControlPoint.h |
|
| LeftSideFalloffFactor | float | LandscapeSplineControlPoint.h |
|
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| LeftSideLayerFalloffFactor | float | LandscapeSplineControlPoint.h |
|
|
| Location | FVector | Directly editable data: | LandscapeSplineControlPoint.h |
|
| MaterialOverrides | TArray< TObjectPtr< UMaterialInterface > > | Overrides mesh's materials | LandscapeSplineControlPoint.h |
|
| Mesh | TObjectPtr< UStaticMesh > | Mesh to use on the control point | LandscapeSplineControlPoint.h |
|
| MeshScale | FVector | Scale of the control point mesh | LandscapeSplineControlPoint.h |
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| RightSideFalloffFactor | float | LandscapeSplineControlPoint.h |
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| RightSideLayerFalloffFactor | float | LandscapeSplineControlPoint.h |
|
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| Rotation | FRotator | Rotation of tangent vector at this point (in landscape-space) | LandscapeSplineControlPoint.h |
|
| RuntimeVirtualTextures | TArray< TObjectPtr< URuntimeVirtualTexture > > | Array of runtime virtual textures into which we draw the spline segment. | LandscapeSplineControlPoint.h |
|
| SegmentMeshOffset | float | Vertical offset of the spline segment mesh. Useful for a river's surface, among other things. | LandscapeSplineControlPoint.h |
|
| SideFalloff | float | Falloff at the sides of the spline at this point. | LandscapeSplineControlPoint.h |
|
| TranslucencySortPriority | int32 | Translucent objects with a lower sort priority draw behind objects with a higher priority. | LandscapeSplineControlPoint.h |
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| VirtualTextureCullMips | int32 | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. | LandscapeSplineControlPoint.h |
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| VirtualTextureLodBias | int32 | Lod bias for rendering to runtime virtual texture. | LandscapeSplineControlPoint.h |
|
| VirtualTextureMainPassMaxDrawDistance | float | Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. | LandscapeSplineControlPoint.h |
|
| VirtualTextureRenderPassType | ERuntimeVirtualTextureMainPassType | Controls if this component draws in the main pass as well as in the virtual texture. | LandscapeSplineControlPoint.h |
|
| Width | float | Half-Width of the spline at this point. | LandscapeSplineControlPoint.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AutoCalcRotation
(
bool bAlwaysRotateForward |
Calculates rotation from connected segments | LandscapeSplineControlPoint.h | |
virtual void AutoFlipTangents() |
LandscapeSplineControlPoint.h | ||
virtual void AutoSetConnections
(
bool bIncludingValid |
LandscapeSplineControlPoint.h | ||
virtual void DeleteSplinePoints() |
Delete spline points | LandscapeSplineControlPoint.h | |
virtual FName GetBestConnectionTo
(
FVector Destination |
Get the name of the best connection point (socket) to use for a particular destination. | LandscapeSplineControlPoint.h | |
const FBox & GetBounds() |
LandscapeSplineControlPoint.h | ||
FName GetCollisionProfileName() |
LandscapeSplineControlPoint.h | ||
virtual void GetConnectionLocalLocationAndRotation
(
FName SocketName, |
Get the location and rotation of a connection point (socket) in spline space. | LandscapeSplineControlPoint.h | |
virtual void GetConnectionLocationAndRotation
(
FName SocketName, |
Get the location and rotation of a connection point (socket) in spline space. | LandscapeSplineControlPoint.h | |
TMap< ULandscapeSplinesComponent *, UControlPointMeshComponent * > GetForeignMeshComponents() |
LandscapeSplineControlPoint.h | ||
const TSoftObjectPtr< UWorld > & GetForeignWorld() |
LandscapeSplineControlPoint.h | ||
FGuid GetModificationKey() |
LandscapeSplineControlPoint.h | ||
ULandscapeSplinesComponent * GetOuterChecked() |
Use GetOuterChecked when the call is always expected to succeed. Will assert if it fails. | LandscapeSplineControlPoint.h | |
| Use GetOuterSafe instead of GetOuterULandscapeSplinesComponent if there is any danger that this point has been deleted (via DeleteSplinePoints). | LandscapeSplineControlPoint.h | ||
const TArray< FLandscapeSplineInterpPoint > & GetPoints() |
LandscapeSplineControlPoint.h | ||
bool IsSplineSelected() |
LandscapeSplineControlPoint.h | ||
virtual void SetSplineSelected
(
bool bInSelected |
LandscapeSplineControlPoint.h | ||
bool SupportsForeignSplineMesh() |
LandscapeSplineControlPoint.h | ||
virtual void UpdateSplineMeshSelectionState() |
Update spline mesh selection state | LandscapeSplineControlPoint.h | |
virtual void UpdateSplinePoints
(
bool bUpdateCollision, |
Update spline points | LandscapeSplineControlPoint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPIE |
LandscapeSplineControlPoint.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
LandscapeSplineControlPoint.h | ||
virtual void PostEditImport() |
LandscapeSplineControlPoint.h | ||
virtual void PostEditUndo() |
LandscapeSplineControlPoint.h | ||
virtual void PostLoad() |
LandscapeSplineControlPoint.h | ||
virtual void Serialize
(
FArchive& Ar |
LandscapeSplineControlPoint.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableCollision_DEPRECATED | uint32 | LandscapeSplineControlPoint.h | ||
| CollisionProfileName_DEPRECATED | FName | LandscapeSplineControlPoint.h |