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Unreal Engine C++ API Reference > Runtime > Landscape
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- ULandscapeSplineSegment
References
Module | Landscape |
Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplineSegment.h |
Include | #include "LandscapeSplineSegment.h" |
Syntax
class ULandscapeSplineSegment : public UObject
Variables
Type | Name | Description | |
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uint32: 1 | bCastShadow | Whether the Spline Meshes should cast a shadow. |
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uint32: 1 | bHiddenInGame | Whether to hide the mesh in game |
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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. |
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uint32: 1 | bNavDirty | |
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FBodyInstance | BodyInstance | Mesh Collision Settings |
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FBox | Bounds | Bounds of points |
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uint32: 1 | bPlaceSplineMeshesInStreamingLevels | Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline's level (false) |
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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. |
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uint8: 1 | bRenderCustomDepth | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) |
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uint32: 1 | bSelected | |
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FLandscapeSplineSegmentConnection[2] | Connections | Directly editable data: |
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int32 | CustomDepthStencilValue | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
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ERendererStencilMask | CustomDepthStencilWriteMask | Mask used for stencil buffer writes. |
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TArray< TSoftObjectPtr< UWorld > > | ForeignWorlds | World references for mesh components stored in other streaming levels |
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FName | LayerName | Name of blend layer to paint when applying spline to landscape If "none", no layer is painted |
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float | LDMaxDrawDistance | Max draw distance for all the mesh pieces used in this spline |
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TArray< TObjectPtr< USplineMeshComponent > > | LocalMeshComponents | Spline meshes |
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FGuid | ModificationKey | Key for tracking whether this segment has been modified relative to the mesh components stored in other streaming levels |
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TArray< FLandscapeSplineInterpPoint > | Points | Spline points |
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int32 | RandomSeed | Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set. |
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TArray< TObjectPtr< URuntimeVirtualTexture > > | RuntimeVirtualTextures | Array of runtime virtual textures into which we draw the spline segment. |
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FInterpCurveVector | SplineInfo | Procedural data: |
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TArray< FLandscapeSplineMeshEntry > | SplineMeshes | Spline meshes from this list are used in random order along the spline. |
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int32 | TranslucencySortPriority | Translucent objects with a lower sort priority draw behind objects with a higher priority. |
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int32 | VirtualTextureCullMips | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. |
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int32 | VirtualTextureLodBias | Lod bias for rendering to runtime virtual texture. |
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float | VirtualTextureMainPassMaxDrawDistance | Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. |
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ERuntimeVirtualTextureMainPassType | VirtualTextureRenderPassType | Controls if this component draws in the main pass as well as in the virtual texture. |
Constructors
Type | Name | Description | |
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ULandscapeSplineSegment
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ||
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void | ||
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void | FindNearest
(
const FVector& InLocation, |
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const FBox & | GetBounds () |
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FName | ||
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TMap< ULandscapeSplinesComponent *, TArray< USplineMeshComponent * > > | ||
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const TArray< TSoftObjectPtr< UWorld > > & | ||
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TArray< USplineMeshComponent * > | ||
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FGuid | ||
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const TArray< FLandscapeSplineInterpPoint > & | GetPoints () |
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bool | ||
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void | SetSplineSelected
(
bool bInSelected |
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bool | ||
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void | ||
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void | UpdateSplinePoints
(
bool bUpdateCollision, |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
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uint32: 1 | bEnableCollision_DEPRECATED | |
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FName | CollisionProfileName_DEPRECATED |