Navigation
API > API/Runtime > API/Runtime/Landscape
Inheritance Hierarchy
- UTickableWorldSubsystem
- ULandscapeSubsystem
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Public/LandscapeSubsystem.h |
| Include | #include "LandscapeSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class ULandscapeSubsystem : public UTickableWorldSubsystem
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddAsyncEvent
(
FGraphEventRef GraphEventRef |
||
| bool | |||
| bool | |||
| void | BuildAll () |
||
| void | |||
| void | Synchronously build grass maps for all components. | ||
| void | BuildNanite
(
TArrayView< ALandscapeProxy* > InProxiesToBuild, |
Updates the Nanite mesh on all landscape actors whose mesh is not up to date. | |
| void | |||
| void | ChangeGridSize
(
ULandscapeInfo* LandscapeInfo, |
||
| void | |||
| void | DisplayMessages
(
FCanvas* Canvas, |
||
| bool | DoesSupportWorldType
(
const EWorldType::Type WorldType |
||
| ALandscapeProxy * | FindOrAddLandscapeProxy
(
ULandscapeInfo* LandscapeInfo, |
||
| bool | GetActionableMessage
(
FActionableMessage& OutActionableMessage |
||
| FDateTime | Returns true if any view has view collisions enabled. | ||
| bool | |||
| FLandscapeGrassMapsBuilder * | |||
| FLandscapeNotificationManager * | |||
| FOnHeightmapStreamedDelegate & | |||
| int32 | |||
| int32 | |||
| int32 | |||
| TArray< ALandscapeProxy * > | GetOutdatedProxies
(
UE::Landscape::EOutdatedDataFlags InMatchingOutdatedDataFlags, |
||
| TStatId | GetStatId () |
||
| FLandscapeTextureStreamingManager * | |||
| ETickableTickType | |||
| bool | |||
| void | |||
| bool | |||
| bool | |||
| bool | IsGridBased () |
||
| bool | Returns true if the user has requested Nanite Meshes to be generated on landscape edit. If we return false then the nanite build will happen either on map save or explicit build. | ||
| bool | Returns true if we should build nanite meshes in parallel asynchronously. | ||
| bool | |||
| void | |||
| void | PrioritizeGrassCreation
(
bool bPrioritizeGrassCreation |
Setting this to true causes grass instance generation to go wider (multiplies the limits by GGrassCreationPrioritizedMultipler) | |
| void | RegenerateGrass
(
bool bInFlushGrass, |
Can be called at runtime : (optionally) flushes grass on all landscape components and updates them | |
| void | RegisterActor
(
ALandscapeProxy* Proxy |
||
| void | RegisterComponent
(
ULandscapeComponent* Component |
Called when components are registered to the world | |
| void | RemoveGrassInstances
(
const TSet< ULandscapeComponent* >* ComponentsToRemoveGrassInstances |
Remove all grass instances from the specified components. If passed null, removes all grass instances from all proxies. | |
| void | |||
| void | Tick
(
float DeltaTime |
||
| void | UnregisterActor
(
ALandscapeProxy* Proxy |
||
| void | UnregisterComponent
(
ULandscapeComponent* Component |
||
| void | Wait unit we're able to continue a landscape export task (Max concurrent nanite mesh builds is defined by landscape.Nanite.MaxSimultaneousMultithreadBuilds and landscape.Nanite.MultithreadBuild CVars) |