Navigation
API > API/Runtime > API/Runtime/Landscape
Inheritance Hierarchy
- UObject
- ULandscapeSplineSegment
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplineSegment.h |
| Include | #include "LandscapeSplineSegment.h" |
Syntax
UCLASS (Within=LandscapeSplinesComponent,
AutoExpandCategories=(LandscapeSplineSegment, LandscapeSplineMeshes), MinimalAPI)
class ULandscapeSplineSegment : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bCastShadow | Whether the Spline Meshes should cast a shadow. | |
| uint32: 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 spline meshes should be placed in landscape proxy streaming levels (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 | ||
| FLandscapeSplineSegmentConnection[2] | Connections | Directly editable 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. | |
| TArray< TSoftObjectPtr< UWorld > > | ForeignWorlds | World references for mesh components stored in other streaming levels | |
| FName | LayerName | Name of blend layer to paint when applying spline to landscape If "none", no layer is painted | |
| float | LDMaxDrawDistance | Max draw distance for all the mesh pieces used in this spline | |
| TArray< TObjectPtr< USplineMeshComponent > > | LocalMeshComponents | Spline meshes | |
| FGuid | ModificationKey | Key for tracking whether this segment has been modified relative to the mesh components stored in other streaming levels | |
| TArray< FLandscapeSplineInterpPoint > | Points | Spline points | |
| int32 | RandomSeed | Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set. | |
| TArray< TObjectPtr< URuntimeVirtualTexture > > | RuntimeVirtualTextures | Array of runtime virtual textures into which we draw the spline segment. | |
| FInterpCurveVector | SplineInfo | Procedural data: | |
| TArray< FLandscapeSplineMeshEntry > | SplineMeshes | Spline meshes from this list are used in random order along the spline. | |
| 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. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULandscapeSplineSegment
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | |||
| void | FindNearest
(
const FVector& InLocation, |
||
| const FBox & | GetBounds () |
||
| FName | |||
| TMap< ULandscapeSplinesComponent *, TArray< USplineMeshComponent * > > | |||
| const TArray< TSoftObjectPtr< UWorld > > & | |||
| TArray< USplineMeshComponent * > | |||
| FGuid | |||
| const TArray< FLandscapeSplineInterpPoint > & | GetPoints () |
||
| bool | |||
| void | PostDuplicate
(
bool bDuplicateForPIE |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | |||
| void | PostEditUndo () |
||
| void | |||
| void | PostLoad () |
||
| void | Serialize
(
FArchive& Ar |
||
| void | SetSplineSelected
(
bool bInSelected |
||
| bool | |||
| void | |||
| void | UpdateSplinePoints
(
bool bUpdateCollision, |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bEnableCollision_DEPRECATED | ||
| FName | CollisionProfileName_DEPRECATED |