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Unreal Engine C++ API Reference > Runtime > Landscape
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- ULandscapeSplinesComponent
References
Module | Landscape |
Header | /Engine/Source/Runtime/Landscape/Classes/LandscapeSplinesComponent.h |
Include | #include "LandscapeSplinesComponent.h" |
Syntax
class ULandscapeSplinesComponent : public UPrimitiveComponent
Remarks
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bShowSplineEditorMesh | Whether we are in-editor and showing spline editor meshes |
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TArray< TObjectPtr< ULandscapeSplineControlPoint > > | ControlPoints | |
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TObjectPtr< UTexture2D > | ControlPointSprite | Sprite used to draw control points |
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TArray< TObjectPtr< UMeshComponent > > | CookedForeignMeshComponents | References to components owned by landscape splines in other levels for cooked build (uncooked keeps references via ForeignWorldSplineDataMap) |
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TMap< TSoftObjectPtr< UWorld >, FForeignWorldSplineData > | ForeignWorldSplineDataMap | Serialized. |
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TMap< UMeshComponent *, TLazyObjectPtr< UObject > > | MeshComponentForeignOwnersMap | |
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TMap< UMeshComponent *, UObject * > | MeshComponentLocalOwnersMap | Transient - rebuilt on load. |
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TArray< TObjectPtr< ULandscapeSplineSegment > > | Segments | |
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FColor | SplineColor | Color to use to draw the splines |
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TObjectPtr< UStaticMesh > | SplineEditorMesh | Mesh used to draw splines that have no mesh |
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float | SplineResolution | Resolution of the spline, in distance per point |
Constructors
Type | Name | Description | |
---|---|---|---|
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ULandscapeSplinesComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddForeignMeshComponent
(
ULandscapeSplineSegment* Owner, |
|
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void | AddForeignMeshComponent
(
ULandscapeSplineControlPoint* Owner, |
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void | AutoFixMeshComponentErrors
(
UWorld* OtherWorld |
|
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void | ||
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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 |
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void | DestroyOrphanedForeignControlPointMeshComponents
(
UWorld* OwnerWorld |
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void | DestroyOrphanedForeignSplineMeshComponents
(
UWorld* OwnerWorld |
|
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void | ||
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void | ForEachControlPoint
(
TFunctionRef< void(ULandscapeSplineControlPoint*)> Func |
Iterates throug a copy of the ControlPoints list. |
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void | ||
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TArray< ULandscapeSplinesComponent * > | Gathers and returns all currently existing | |
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const TArray< TObjectPtr< ULandscapeSplineControlPoint > > & | ||
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TArray< TObjectPtr< ULandscapeSplineControlPoint > > & | ||
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UControlPointMeshComponent * | ||
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TArray< USplineMeshComponent * > | GetForeignMeshComponents
(
ULandscapeSplineSegment* Owner |
|
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UObject * | GetOwnerForMeshComponent
(
const UMeshComponent* SplineMeshComponent |
|
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TArray< TObjectPtr< ULandscapeSplineSegment > > & | GetSegments () |
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const TArray< TObjectPtr< ULandscapeSplineSegment > > & | GetSegments () |
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TArray< USplineMeshComponent * > | Get a list of spline mesh components representing this landscape spline (Editor only) | |
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ILandscapeSplineInterface * | ||
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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 |
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ULandscapeSplinesComponent * | GetStreamingSplinesComponentForLevel
(
ULevel* Level, |
Returns the matching ULandscapeSplinesComponent for a given level, can return null |
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bool | ||
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bool | IsUsingEditorMesh
(
const USplineMeshComponent* SplineMeshComponent |
|
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bool | IsUsingLayerInfo
(
const ULandscapeLayerInfoObject* LayerInfo |
|
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bool | ModifySplines
(
bool bAlwaysMarkDirty |
|
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void | RebuildAllSplines
(
bool bBuildCollision |
Rebuilds all spline points and meshes for all spline control points and segments in this splines component |
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void | ||
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void | RemoveForeignMeshComponent
(
ULandscapeSplineSegment* Owner, |
|
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void | RemoveForeignMeshComponent
(
ULandscapeSplineControlPoint* Owner, |
|
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void | ||
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void | ShowSplineEditorMesh
(
bool bShow |
|
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void | UpdateModificationKey
(
ULandscapeSplineSegment* Owner |
|
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void |
Overridden from UPrimitiveComponent
Type | Name | Description | |
---|---|---|---|
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Overridden from USceneComponent
Type | Name | Description | |
---|---|---|---|
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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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 Functions
Type | Name | Description | |
---|---|---|---|
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void | This function was needed for forcing the SplineEditorMesh to be loaded when a commandlet is running, but commandlets are not prevented from loading it anymore so it has become useless |