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API > API/Runtime > API/Runtime/Landscape
| Name | ULandscapeSplineSegment |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplineSegment.h |
| Include Path | #include "LandscapeSplineSegment.h" |
Syntax
UCLASS (Within=LandscapeSplinesComponent,
AutoExpandCategories=(LandscapeSplineSegment, LandscapeSplineMeshes), MinimalAPI)
class ULandscapeSplineSegment : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULandscapeSplineSegment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeSplineSegment
(
const FObjectInitializer& ObjectInitializer |
LandscapeSplineSegment.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadow | uint32 | Whether the Spline Meshes should cast a shadow. | LandscapeSplineSegment.h |
|
| bHiddenInGame | uint32 | Whether to hide the mesh in game | LandscapeSplineSegment.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. | LandscapeSplineSegment.h |
|
| BodyInstance | FBodyInstance | Mesh Collision Settings | LandscapeSplineSegment.h |
|
| bPlaceSplineMeshesInStreamingLevels | uint32 | Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline's level (false) | LandscapeSplineSegment.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. | LandscapeSplineSegment.h |
|
| bRenderCustomDepth | uint8 | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) | LandscapeSplineSegment.h |
|
| Connections | FLandscapeSplineSegmentConnection | Directly editable data: | LandscapeSplineSegment.h |
|
| CustomDepthStencilValue | int32 | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | LandscapeSplineSegment.h |
|
| CustomDepthStencilWriteMask | ERendererStencilMask | Mask used for stencil buffer writes. | LandscapeSplineSegment.h |
|
| LayerName | FName | Name of blend layer to paint when applying spline to landscape If "none", no layer is painted | LandscapeSplineSegment.h |
|
| LDMaxDrawDistance | float | Max draw distance for all the mesh pieces used in this spline | LandscapeSplineSegment.h |
|
| RandomSeed | int32 | Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set. | LandscapeSplineSegment.h |
|
| RuntimeVirtualTextures | TArray< TObjectPtr< URuntimeVirtualTexture > > | Array of runtime virtual textures into which we draw the spline segment. | LandscapeSplineSegment.h |
|
| SplineMeshes | TArray< FLandscapeSplineMeshEntry > | Spline meshes from this list are used in random order along the spline. | LandscapeSplineSegment.h |
|
| TranslucencySortPriority | int32 | Translucent objects with a lower sort priority draw behind objects with a higher priority. | LandscapeSplineSegment.h |
|
| VirtualTextureCullMips | int32 | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. | LandscapeSplineSegment.h |
|
| VirtualTextureLodBias | int32 | Lod bias for rendering to runtime virtual texture. | LandscapeSplineSegment.h |
|
| VirtualTextureMainPassMaxDrawDistance | float | Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. | LandscapeSplineSegment.h |
|
| VirtualTextureRenderPassType | ERuntimeVirtualTextureMainPassType | Controls if this component draws in the main pass as well as in the virtual texture. | LandscapeSplineSegment.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AutoFlipTangents() |
LandscapeSplineSegment.h | ||
virtual void DeleteSplinePoints() |
LandscapeSplineSegment.h | ||
FVector Evaluate
(
const float Key, |
Evaluate the output for an arbitrary input value. | LandscapeSplineSegment.h | |
virtual void FindNearest
(
const FVector& InLocation, |
LandscapeSplineSegment.h | ||
const FBox & GetBounds() |
LandscapeSplineSegment.h | ||
FName GetCollisionProfileName() |
LandscapeSplineSegment.h | ||
TMap< ULandscapeSplinesComponent *, TArray< USplineMeshComponent * > > GetForeignMeshComponents() |
LandscapeSplineSegment.h | ||
const TArray< TSoftObjectPtr< UWorld > > & GetForeignWorlds() |
LandscapeSplineSegment.h | ||
FFloatInterval GetKeyInterval() |
Return the key interval for the segment curve points | LandscapeSplineSegment.h | |
TArray< USplineMeshComponent * > GetLocalMeshComponents() |
LandscapeSplineSegment.h | ||
FGuid GetModificationKey() |
LandscapeSplineSegment.h | ||
ULandscapeSplinesComponent * GetOuterChecked() |
Use GetOuterChecked when the call is always expected to succeed. Will assert if it fails. | LandscapeSplineSegment.h | |
| Use GetOuterSafe instead of GetOuterULandscapeSplinesComponent if there is any danger that this segment has been deleted (via DeleteSplinePoints). | LandscapeSplineSegment.h | ||
const TArray< FLandscapeSplineInterpPoint > & GetPoints() |
LandscapeSplineSegment.h | ||
bool IsSplineSelected() |
LandscapeSplineSegment.h | ||
virtual void SetSplineSelected
(
bool bInSelected |
LandscapeSplineSegment.h | ||
bool SupportsForeignSplineMesh() |
LandscapeSplineSegment.h | ||
void UpdateSplineEditorMesh() |
LandscapeSplineSegment.h | ||
virtual void UpdateSplineMeshSelectionState() |
LandscapeSplineSegment.h | ||
virtual void UpdateSplinePoints
(
bool bUpdateCollision, |
LandscapeSplineSegment.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPIE |
LandscapeSplineSegment.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
LandscapeSplineSegment.h | ||
virtual void PostEditImport() |
LandscapeSplineSegment.h | ||
virtual void PostEditUndo() |
LandscapeSplineSegment.h | ||
virtual void PostLoad() |
LandscapeSplineSegment.h | ||
virtual void Serialize
(
FArchive& Ar |
LandscapeSplineSegment.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
LandscapeSplineSegment.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableCollision_DEPRECATED | uint32 | LandscapeSplineSegment.h | ||
| CollisionProfileName_DEPRECATED | FName | LandscapeSplineSegment.h |