Navigation
API > API/Runtime > API/Runtime/Landscape
Inheritance Hierarchy
- UObject
- ULandscapeSplineControlPoint
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplineControlPoint.h |
| Include | #include "LandscapeSplineControlPoint.h" |
Syntax
UCLASS (Within=LandscapeSplinesComponent, AutoExpandCategories=LandscapeSplineControlPoint,
MinimalAPI)
class ULandscapeSplineControlPoint : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bCastShadow | Whether the Control Point Mesh should cast a shadow. | |
| uint8: 1 | bHiddenInGame | Whether to hide the mesh in game | |
| uint32: 1 | bLowerTerrain | 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. | |
| uint32: 1 | bNavDirty | ||
| FBodyInstance | BodyInstance | Mesh Collision Settings | |
| FBox | Bounds | Bounds of points | |
| uint32: 1 | bPlaceSplineMeshesInStreamingLevels | Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false) | |
| uint32: 1 | bRaiseTerrain | 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. | |
| uint8: 1 | bRenderCustomDepth | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) | |
| uint32: 1 | bSelected | ||
| TArray< FLandscapeSplineConnection > | ConnectedSegments | Procedural data: | |
| int32 | CustomDepthStencilValue | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | |
| ERendererStencilMask | CustomDepthStencilWriteMask | Mask used for stencil buffer writes. | |
| float | EndFalloff | Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored). | |
| TSoftObjectPtr< UWorld > | ForeignWorld | World reference for if mesh component is stored in another streaming level | |
| FName | LayerName | Name of blend layer to paint when applying spline to landscape If "none", no layer is painted | |
| float | LayerWidthRatio | Layer Width ratio of the spline at this point. | |
| float | LDMaxDrawDistance | Max draw distance for the mesh used on this control point | |
| float | LeftSideFalloffFactor | ||
| float | LeftSideLayerFalloffFactor | ||
| TObjectPtr< UControlPointMeshComponent > | LocalMeshComponent | Control point mesh | |
| FVector | Location | Directly editable data: | |
| TArray< TObjectPtr< UMaterialInterface > > | MaterialOverrides | Overrides mesh's materials | |
| TObjectPtr< UStaticMesh > | Mesh | Mesh to use on the control point | |
| FVector | MeshScale | Scale of the control point mesh | |
| FGuid | ModificationKey | Key for tracking whether this segment has been modified relative to the mesh component stored in another streaming level | |
| TArray< FLandscapeSplineInterpPoint > | Points | Spline points | |
| float | RightSideFalloffFactor | ||
| float | RightSideLayerFalloffFactor | ||
| FRotator | Rotation | Rotation of tangent vector at this point (in landscape-space) | |
| TArray< TObjectPtr< URuntimeVirtualTexture > > | RuntimeVirtualTextures | Array of runtime virtual textures into which we draw the spline segment. | |
| float | SegmentMeshOffset | Vertical offset of the spline segment mesh. Useful for a river's surface, among other things. | |
| float | SideFalloff | Falloff at the sides of the spline at this point. | |
| int32 | TranslucencySortPriority | Translucent objects with a lower sort priority draw behind objects with a higher priority. | |
| int32 | VirtualTextureCullMips | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. | |
| int32 | VirtualTextureLodBias | Lod bias for rendering to runtime virtual texture. | |
| float | VirtualTextureMainPassMaxDrawDistance | Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. | |
| ERuntimeVirtualTextureMainPassType | VirtualTextureRenderPassType | Controls if this component draws in the main pass as well as in the virtual texture. | |
| float | Width | Half-Width of the spline at this point. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULandscapeSplineControlPoint
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AutoCalcRotation
(
bool bAlwaysRotateForward |
Calculates rotation from connected segments | |
| void | |||
| void | AutoSetConnections
(
bool bIncludingValid |
||
| void | Delete spline points | ||
| FName | GetBestConnectionTo
(
FVector Destination |
Get the name of the best connection point (socket) to use for a particular destination. | |
| const FBox & | GetBounds () |
||
| FName | |||
| void | GetConnectionLocalLocationAndRotation
(
FName SocketName, |
Get the location and rotation of a connection point (socket) in spline space. | |
| void | GetConnectionLocationAndRotation
(
FName SocketName, |
Get the location and rotation of a connection point (socket) in spline space. | |
| TMap< ULandscapeSplinesComponent *, UControlPointMeshComponent * > | |||
| const TSoftObjectPtr< UWorld > & | |||
| FGuid | |||
| const TArray< FLandscapeSplineInterpPoint > & | GetPoints () |
||
| bool | |||
| void | PostDuplicate
(
bool bDuplicateForPIE |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | |||
| void | PostEditUndo () |
||
| void | PostLoad () |
||
| void | Serialize
(
FArchive& Ar |
||
| void | SetSplineSelected
(
bool bInSelected |
||
| bool | |||
| void | UpdateSplinePoints
(
bool bUpdateCollision, |
Update spline points |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bEnableCollision_DEPRECATED | ||
| FName | CollisionProfileName_DEPRECATED |