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API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/FCachedLandscapeFoliage
Name
FGrassCompKey
Type
struct
Header File
/Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h
Include Path
#include "LandscapeProxy.h"
Syntax
struct FGrassCompKey
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Constructors
Variables
Public
Name
Type
Remarks
Include Path
Unreal Specifiers
BasedOn
TWeakObjectPtr < ULandscapeComponent >
LandscapeProxy.h
CachedMaxInstancesPerComponent
int32
LandscapeProxy.h
GrassName
FName
LandscapeProxy.h
GrassType
TWeakObjectPtr < ULandscapeGrassType >
We store both the GrassName and GrassType in the key, since they're not entirely synonymous anymore : A given grass type can be used by 2 different grass names now.
LandscapeProxy.h
NumVarieties
int32
LandscapeProxy.h
SqrtSubsections
int32
LandscapeProxy.h
SubsectionX
int32
LandscapeProxy.h
SubsectionY
int32
LandscapeProxy.h
VarietyIndex
int32
LandscapeProxy.h
Functions
Public
Operators