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API > API/Runtime > API/Runtime/Landscape
| Name | ULandscapeSplinesComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplinesComponent.h |
| Include Path | #include "LandscapeSplinesComponent.h" |
Syntax
UCLASS (MinimalAPI)
class ULandscapeSplinesComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → ULandscapeSplinesComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULandscapeSplinesComponent
(
const FObjectInitializer& ObjectInitializer |
LandscapeSplinesComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShowSplineEditorMesh | uint32 | Whether we are in-editor and showing spline editor meshes | LandscapeSplinesComponent.h |
|
| ControlPointSprite | TObjectPtr< UTexture2D > | Sprite used to draw control points | LandscapeSplinesComponent.h | |
| SplineColor | FColor | Color to use to draw the splines | LandscapeSplinesComponent.h | |
| SplineEditorMesh | TObjectPtr< UStaticMesh > | Mesh used to draw splines that have no mesh | LandscapeSplinesComponent.h | |
| SplineResolution | float | Resolution of the spline, in distance per point | LandscapeSplinesComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddForeignMeshComponent
(
ULandscapeSplineSegment* Owner, |
LandscapeSplinesComponent.h | ||
virtual void AddForeignMeshComponent
(
ULandscapeSplineControlPoint* Owner, |
LandscapeSplinesComponent.h | ||
void AutoFixMeshComponentErrors
(
UWorld* OtherWorld |
LandscapeSplinesComponent.h | ||
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
LandscapeSplinesComponent.h | ||
virtual void CheckForErrors() |
LandscapeSplinesComponent.h | ||
void CheckSplinesValid() |
Run some ensures on the internal state of the data. | LandscapeSplinesComponent.h | |
void CopyToSplineComponent
(
USplineComponent* SplineComponent |
Converts points along the landscape spline into points on a spline component Works best with landscape splines that contain no intersections or splits | LandscapeSplinesComponent.h | |
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
LandscapeSplinesComponent.h | ||
virtual void DestroyOrphanedForeignControlPointMeshComponents
(
UWorld* OwnerWorld |
LandscapeSplinesComponent.h | ||
virtual void DestroyOrphanedForeignSplineMeshComponents
(
UWorld* OwnerWorld |
LandscapeSplinesComponent.h | ||
void DestroyUnreferencedForeignMeshComponents() |
LandscapeSplinesComponent.h | ||
void ForEachControlPoint
(
TFunctionRef< void(ULandscapeSplineControlPoint*)> Func |
Iterates throug a copy of the ControlPoints list. | LandscapeSplinesComponent.h | |
void ForEachUnreferencedForeignMeshComponent
(
TFunctionRef< bool(ULandscapeSplineSegment*, USplineMeshComponent*, ULandscapeSplineContro... |
LandscapeSplinesComponent.h | ||
TArray< ULandscapeSplinesComponent * > GetAllStreamingSplinesComponents() |
Gathers and returns all currently existing | LandscapeSplinesComponent.h | |
const TArray< TObjectPtr< ULandscapeSplineControlPoint > > & GetControlPoints () |
LandscapeSplinesComponent.h | ||
| LandscapeSplinesComponent.h | |||
virtual UControlPointMeshComponent * GetForeignMeshComponent
(
ULandscapeSplineControlPoint* Owner |
LandscapeSplinesComponent.h | ||
virtual TArray< USplineMeshComponent * > GetForeignMeshComponents
(
ULandscapeSplineSegment* Owner |
LandscapeSplinesComponent.h | ||
virtual UObject * GetOwnerForMeshComponent
(
const UMeshComponent* SplineMeshComponent |
LandscapeSplinesComponent.h | ||
TArray< TObjectPtr< ULandscapeSplineSegment > > & GetSegments () |
LandscapeSplinesComponent.h | ||
const TArray< TObjectPtr< ULandscapeSplineSegment > > & GetSegments () |
LandscapeSplinesComponent.h | ||
TArray< USplineMeshComponent * > GetSplineMeshComponents() |
Get a list of spline mesh components representing this landscape spline (Editor only) | LandscapeSplinesComponent.h |
|
ILandscapeSplineInterface * GetSplineOwner() |
LandscapeSplinesComponent.h | ||
ULandscapeSplinesComponent * GetStreamingSplinesComponentByLocation
(
const FVector& LocalLocation, |
Returns a suitable ULandscapeSplinesComponent to place streaming meshes into, given a location falls back to "this" if it can't find another suitable, so never returns nullptr | LandscapeSplinesComponent.h | |
ULandscapeSplinesComponent * GetStreamingSplinesComponentForLevel
(
ULevel* Level, |
Returns the matching ULandscapeSplinesComponent for a given level, can return null | LandscapeSplinesComponent.h | |
bool HasAnyControlPointsOrSegments() |
LandscapeSplinesComponent.h | ||
bool IsUsingEditorMesh
(
const USplineMeshComponent* SplineMeshComponent |
LandscapeSplinesComponent.h | ||
bool IsUsingLayerInfo
(
const ULandscapeLayerInfoObject* LayerInfo |
LandscapeSplinesComponent.h | ||
bool ModifySplines
(
bool bAlwaysMarkDirty |
LandscapeSplinesComponent.h | ||
virtual void OnRegister() |
LandscapeSplinesComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
LandscapeSplinesComponent.h | ||
virtual void PostEditUndo() |
LandscapeSplinesComponent.h | ||
virtual void PostLoad() |
LandscapeSplinesComponent.h | ||
virtual void RebuildAllSplines
(
bool bBuildCollision |
Rebuilds all spline points and meshes for all spline control points and segments in this splines component | LandscapeSplinesComponent.h | |
virtual void RemoveAllForeignMeshComponents
(
ULandscapeSplineSegment* Owner |
LandscapeSplinesComponent.h | ||
virtual void RemoveForeignMeshComponent
(
ULandscapeSplineSegment* Owner, |
LandscapeSplinesComponent.h | ||
virtual void RemoveForeignMeshComponent
(
ULandscapeSplineControlPoint* Owner, |
LandscapeSplinesComponent.h | ||
void RequestSplineLayerUpdate() |
LandscapeSplinesComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
LandscapeSplinesComponent.h | ||
virtual void ShowSplineEditorMesh
(
bool bShow |
LandscapeSplinesComponent.h | ||
virtual void UpdateModificationKey
(
ULandscapeSplineSegment* Owner |
LandscapeSplinesComponent.h | ||
virtual void UpdateModificationKey
(
ULandscapeSplineControlPoint* Owner |
LandscapeSplinesComponent.h |