ULandscapeEditorObject

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULandscapeEditorObject

References

Module

LandscapeEditor

Header

/Engine/Source/Editor/LandscapeEditor/Public/LandscapeEditorObject.h

Include

#include "LandscapeEditorObject.h"

Syntax

class ULandscapeEditorObject : public UObject

Variables

Name Description

Public variable

float

 

AlphaBrushPanU

Horizontally offsets the brush mask texture.

Public variable

float

 

AlphaBrushPanV

Vertically offsets the brush mask texture.

Public variable

float

 

AlphaBrushRotation

Rotates the brush mask texture.

Public variable

float

 

AlphaBrushScale

Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size.

Public variable

UTexture2D *...

 

AlphaTexture

Mask texture to use.

Public variable

TEnumAsByte< EC...

 

AlphaTextureChannel

Channel of Mask Texture to use.

Public variable

TArray< uint8 >

 

AlphaTextureData

Public variable

int32

 

AlphaTextureSizeX

Public variable

int32

 

AlphaTextureSizeY

Public variable

bool

 

bAlphaBrushAutoRotate

Rotate brush to follow mouse.

Public variable

bool

 

bApplyToAllTargets

If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel.

Public variable

bool

 

bCanHaveLayersContent

Public variable

bool

 

bCombinedLayersOperation

Public variable

bool

 

bDetailSmooth

If checked, performs a detail preserving smooth using the specified detail smoothing value.

Public variable

bool

 

bFlattenEyeDropperModeActivated

Whether the Eye Dropper mode is activated.

Public variable

bool

 

bHErosionDetailSmooth

If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value.

Public variable

TSubclassOf< AL...

 

BlueprintBrush

Public variable

bool

 

bPickValuePerApply

Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point.

Public variable

int32

 

BrushComponentSize

Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc.

Public variable

float

 

BrushFalloff

The falloff at the edge of the brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff.

Public variable

float

 

BrushRadius

The radius of the brush, in unreal units.

Public variable

bool

 

bShowFlattenTargetPreview

Whether to show the preview grid for the flatten target height.

Public variable

bool

 

bSmoothGizmoBrush

Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp.

Public variable

bool

 

bSnapGizmo

Makes sure the gizmo is snapped perfectly to the landscape so that the sample points line up, which makes copy/paste less blurry. Irrelevant if gizmo is scaled.

Public variable

bool

 

bUseClayBrush

Selects the Clay Brush painting mode.

Public variable

bool

 

bUseFlattenTarget

Enable to flatten towards a target height.

Public variable

bool

 

bUseNegativeMask

If enabled, protects the selected region from changes If disabled, only allows changes in the selected region

Public variable

bool

 

bUseSelectedRegion

Uses selected region as a mask for other tools.

Public variable

bool

 

bUseSlopeFlatten

Flattens to the angle of the clicked point, instead of horizontal.

Public variable

bool

 

bUseWeightTargetValue

Enable to make tools blend towards a target value.

Public variable

bool

 

bUseWorldSpacePatternBrush

Public variable

int32

 

CurrentLayerIndex

Public variable

float

 

DetailScale

Larger detail smoothing values remove more details, while smaller values preserve more details.

Public variable

int32

 

ErodeIterationNum

Number of erosion iterations, more means more erosion but is slower.

Public variable

int32

 

ErodeSurfaceThickness

The thickness of the surface for the layer weight erosion effect.

Public variable

int32

 

ErodeThresh

The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied.

Public variable

ELandscapeToolE...

 

ErosionNoiseMode

Whether to erode by lowering, raising, or both.

Public variable

float

 

ErosionNoiseScale

The size of the perlin noise filter used.

Public variable

float

 

FlattenEyeDropperModeDesiredTarget

Public variable

ELandscapeToolF...

 

FlattenMode

Whether to flatten by lowering, raising, both or terracing.

Public variable

float

 

FlattenTarget

Target height to flatten towards (in Unreal Units)

Public variable

FString

 

GizmoHeightmapFilenameString

Public variable

TArray< FGizmoH...

 

GizmoHistories

Public variable

TArray< FGizmoI...

 

GizmoImportLayers

Public variable

FIntPoint

 

GizmoImportSize

Public variable

int32

 

HErodeIterationNum

Number of erosion iterations, more means more erosion but is slower.

Public variable

float

 

HErosionDetailScale

Larger detail smoothing values remove more details, while smaller values preserve more details.

Public variable

ELandscapeImpor...

 

ImportLandscape_AlphamapType

Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE4 uses additive internally)

Public variable

uint32

 

ImportLandscape_Height

Public variable

FText

 

ImportLandscape_HeightmapErrorMessage

Public variable

FString

 

ImportLandscape_HeightmapFilename

Specify a height map file in 16-bit RAW or PNG format.

Public variable

ELandscapeImpor...

 

ImportLandscape_HeightmapImportResult

Public variable

TArray< FLandsc...

 

ImportLandscape_Layers

The landscape layers that will be created. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers.

Public variable

uint32

 

ImportLandscape_Width

Public variable

FString

 

LastImportPath

New Landscape.

Public variable

float

 

MaximumValueRadius

I have no idea what this is for but it's used by the noise and erosion tools, and isn't exposed to the UI.

Public variable

ELandscapeMirro...

 

MirrorOp

Type of mirroring operation to perform e.g. "Minus X To Plus X" copies and flips the -X half of the landscape onto the +X half.

Public variable

FVector2D

 

MirrorPoint

Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed!

Public variable

int32

 

MirrorSmoothingWidth

Number of vertices either side of the mirror plane to smooth over.

Public variable

FIntPoint

 

NewLandscape_ComponentCount

The number of components in the X and Y direction, determining the overall size of the landscape.

Public variable

FVector

 

NewLandscape_Location

The location of the new landscape.

Public variable

TWeakObjectPtr<...

 

NewLandscape_Material

Material initially applied to the landscape. Setting a material here exposes properties for setting up layer info based on the landscape blend nodes in the material.

Public variable

int32

 

NewLandscape_QuadsPerSection

The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering.

Public variable

FRotator

 

NewLandscape_Rotation

The rotation of the new landscape.

Public variable

FVector

 

NewLandscape_Scale

The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units.

Public variable

int32

 

NewLandscape_SectionsPerComponent

The number of sections in a single landscape component. This along with the section size determines the size of each landscape component. A component is the base unit of rendering and culling.

Public variable

ELandscapeToolN...

 

NoiseMode

Whether to apply noise that raises, lowers, or both.

Public variable

float

 

NoiseScale

The size of the perlin noise filter used.

Public variable

ELandscapeLayer...

 

PaintingRestriction

Limits painting to only the components that already have the selected layer.

Public variable

FEdModeLandscap...

 

ParentMode

Public variable

ELandscapeToolP...

 

PasteMode

Whether to paste will only raise, only lower, or both.

Public variable

int32

 

RainAmount

The amount of rain to apply to the surface. Larger values will result in more erosion.

Public variable

ELandscapeToolH...

 

RainDistMode

Initial Rain Distribution.

Public variable

float

 

RainDistScale

The size of the noise filter for applying initial rain to the surface.

Public variable

float

 

RampSideFalloff

Falloff on side of ramp.

Public variable

float

 

RampWidth

Width of ramp.

Public variable

FIntPoint

 

ResizeLandscape_ComponentCount

Number of components in resulting landscape.

Public variable

ELandscapeConve...

 

ResizeLandscape_ConvertMode

Determines how the new component size will be applied to the existing landscape geometry.

Public variable

FIntPoint

 

ResizeLandscape_Original_ComponentCount

Public variable

int32

 

ResizeLandscape_Original_QuadsPerSection

Public variable

int32

 

ResizeLandscape_Original_SectionsPerComponent

Public variable

int32

 

ResizeLandscape_QuadsPerSection

Number of quads per landscape component section.

Public variable

int32

 

ResizeLandscape_SectionsPerComponent

Number of sections per landscape component.

Public variable

float

 

SedimentCapacity

The amount of sediment that the water can carry. Larger values will result in more erosion.

Public variable

bool

 

ShowUnusedLayers

Public variable

int32

 

SmoothFilterKernelSize

The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details

Public variable

ELandscapeLayer...

 

TargetDisplayOrder

Display order of the targets.

Public variable

float

 

TerraceInterval

Height of the terrace intervals in unreal units, for the terrace flatten mode.

Public variable

float

 

TerraceSmooth

Smoothing value for terrace flatten mode.

Public variable

float

 

ToolStrength

Strength of the tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool.

Public variable

float

 

WeightTargetValue

Enable to make tools blend towards a target value.

Public variable

FLandscapePatte...

 

WorldSpacePatternBrushSettings

Constructors

Name Description

Public function

ULandscapeEditorObject

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

int32

 

CalcComponentsCount

(
    int32 InResolution
)

Public function Const

int32

 

ClampLandscapeSize

(
    int32 InComponentsCount
)

Public function

void

 

ClearImportLandscapeData()

Public function Const

const TArray...

 

GetImportLandscapeData()

Public function

void

 

ImportLandscapeData()

Public function

void

 

Load()

Load UI settings from ini file

Public function

void

 

NewLandscape_ClampSize()

Public function

void

 

RefreshImportLayersList()

Public function

void

 

Save()

Save UI settings to ini file

Public function

bool

 

SetAlphaTexture

(
    UTexture2D* InTexture,
    EColorChannel::Type InTextureChanne...
)

Alpha/Pattern Brush.

Public function

void

 

SetbSnapGizmo

(
    bool InbSnapGizmo
)

Public function

void

 

SetbUseNegativeMask

(
    bool InbUseNegativeMask
)

Public function

void

 

SetbUseSelectedRegion

(
    bool InbUseSelectedRegion
)

Region.

Public function

void

 

SetParent

(
    FEdModeLandscape* LandscapePar...
)

Public function

void

 

SetPasteMode

(
    ELandscapeToolPasteMode InPasteMode
)

Copy/Paste.

Public function

void

 

UpdateComponentCount()

Public function

void

 

UpdateComponentLayerWhitelist()

Public function

void

 

UpdateShowUnusedLayers()

Public function

void

 

UpdateTargetLayerDisplayOrder()

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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