Navigation
API > API/Runtime > API/Runtime/Engine
Implements an Actor for exponential height fog.
| |
|
| Name |
AExponentialHeightFog |
| Type |
class |
| Header File |
/Engine/Source/Runtime/Engine/Classes/Engine/ExponentialHeightFog.h |
| Include Path |
#include "Engine/ExponentialHeightFog.h" |
Syntax
UCLASS (ShowCategories=(Movement, Rendering, Transformation, DataLayers), ClassGroup=Fog,
MinimalAPI)
class AExponentialHeightFog : public AInfo
Inheritance Hierarchy
Constructors
Variables
Public
| Name |
Type |
Remarks |
Include Path |
Unreal Specifiers |
| bEnabled |
uint32 |
Replicated copy of ExponentialHeightFogComponent's bEnabled property |
Engine/ExponentialHeightFog.h |
- ReplicatedUsing=OnRep_bEnabled
|
Protected
Functions
Public
| Name |
Remarks |
Include Path |
Unreal Specifiers |
|
Returns Component subobject |
Engine/ExponentialHeightFog.h |
|
Public Virtual
| Name |
Remarks |
Include Path |
Unreal Specifiers |
virtual void OnRep_bEnabled()
|
Replication Notification Callbacks |
Engine/ExponentialHeightFog.h |
|
Overridden from AActor
| Name |
Remarks |
Include Path |
Unreal Specifiers |
virtual void PostInitializeComponents()
|
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Engine/ExponentialHeightFog.h |
|
Overridden from UObject
| Name |
Remarks |
Include Path |
Unreal Specifiers |
|
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
Engine/ExponentialHeightFog.h |
|