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API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/ULandscapeSubsystem
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildNanite
(
TArrayView< ALandscapeProxy* > InProxiesToBuild, |
LandscapeSubsystem.h | ||
void BuildNanite
(
UE::Landscape::EBuildFlags InBuildFlags, |
Updates the Nanite mesh on all landscape actors whose mesh is not up to date. | LandscapeSubsystem.h |
BuildNanite(TArrayView< ALandscapeProxy * >, bool)
| Name | BuildNanite |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeSubsystem.h |
| Include Path | #include "LandscapeSubsystem.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeSubsystem.cpp |
void BuildNanite
(
TArrayView < ALandscapeProxy * > InProxiesToBuild,
bool bForceRebuild
)
BuildNanite(UE::Landscape::EBuildFlags, TArrayView< ALandscapeProxy * >)
Description
Updates the Nanite mesh on all landscape actors whose mesh is not up to date.
| Name | BuildNanite |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeSubsystem.h |
| Include Path | #include "LandscapeSubsystem.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeSubsystem.cpp |
void BuildNanite
(
UE::Landscape::EBuildFlags InBuildFlags,
TArrayView < ALandscapeProxy * > InProxiesToBuild
)
Parameters
| Name | Remarks |
|---|---|
| InProxiesToBuild | If specified, only the Nanite meshes of the specified landscape actors (recursively for all streaming proxies, in the case of a 1 ALandscape / N ALandscapeStreamingProxy setup) will be built |
| bForceRebuild | If true, forces the Nanite meshes to be rebuilt, no matter if they're up to date or not |