| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/HierarchicalInstancedStaticMeshComponent.h |
Include |
#include "Components/HierarchicalInstancedStaticMeshComponent.h" |
class UHierarchicalInstancedStaticMeshComponent : public UInstancedStaticMeshComponent
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AccumulatedNavigationDirtyArea |
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bool: 1 |
bAutoRebuildTreeOnInstanceChanges |
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bool: 1 |
bCanEnableDensityScaling |
In Editor mode we might disable the density scaling for edition |
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bool: 1 |
bConcurrentChanges |
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bDisableCollision |
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uint32: 1 |
bEnableDensityScaling |
Enable for detail meshes that don't really affect the game. |
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bool: 1 |
bIsAsyncBuilding |
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bool: 1 |
bIsOutOfDate |
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BuildTreeAsyncTasks |
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BuiltInstanceBounds |
Bounding box of any built instances (cached from the ClusterTree) |
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CacheMeshExtendedBounds |
The last mesh bounds that was cache. |
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TSharedPtr< TAr... |
ClusterTreePtr |
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float |
CurrentDensityScaling |
Current value of density scaling applied to this component. |
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friend |
FInstancedLightMap2D |
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friend |
FInstancedShadowMap2D |
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friend |
FStaticLightingTextureMapping_InstancedStaticMesh |
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InstanceCountToRender |
Instances to render (including removed one until the build is complete) |
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NumBuiltInstances |
The number of instances in the ClusterTree. Subsequent instances will always be rendered. |
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NumBuiltRenderInstances |
Normally equal to NumBuiltInstances, but can be lower if density scaling is in effect. |
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OcclusionLayerNumNodes |
The number of nodes in the occlusion layer. |
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SortedInstances |
Table for remaping instances from cluster tree to PerInstanceSMData order. |
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UnbuiltInstanceBounds |
Bounding box of any unbuilt instances. |
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UnbuiltInstanceBoundsList |
Bounds of each individual unbuilt instance, used for LOD calculation. |
Name | Description | |
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UHierarchicalInstancedStaticMeshComponent ( |
Name | Description | |
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~UHierarchicalInstancedStaticMeshComponent() |
Name | Description | ||
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AcceptPrebuiltTree ( |
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float |
ActualInstancesPerLeaf() |
Average number of instances per leaf |
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ApplyBuildTreeAsync ( |
Apply the results of the async build. |
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BuildTree() |
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BuildTreeAnyThread ( |
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BuildTreeAsync() |
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BuildTreeIfOutdated |
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DesiredInstancesPerLeaf() |
Heuristic for the number of leaves in the tree |
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FlushAccumulatedNavigationUpdates() |
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GetOverlappingBoxCount ( |
Get the number of instances that overlap a given box |
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GetOverlappingBoxTransforms ( |
Get the transforms of instances inside the provided box |
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GetOverlappingSphereCount ( |
Get the number of instances that overlap a given sphere |
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GetVertsForLOD ( |
Gets and approximate number of verts for each LOD to generate heuristics |
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IsAsyncBuilding() |
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IsTreeFullyBuilt() |
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PostBuildStats() |
For testing, prints some stats after any kind of build |
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RemoveInstances |
Removes all the instances with indices specified in the InstancesToRemove array. |
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RemoveInstancesInternal |
Removes specified instances |
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SetPerInstanceLightMapAndEditorData ( |
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UpdateDensityScaling() |
Will apply current density scaling, if enabled |
Name | Description | ||
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AddInstance ( |
Add an instance to this component. Transform is given in local space of this component. |
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ApplyComponentInstanceData |
Applies the cached component instance data to a newly blueprint constructed component. |
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BatchUpdateInstancesData ( |
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BatchUpdateInstancesTransform |
Update the transform for a number of instances. |
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BatchUpdateInstancesTransforms |
Update the transform for an array of instances. |
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ClearInstances() |
Clear all instances being rendered by this component. |
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GetInstancesOverlappingBox |
Returns the instances with instance bounds overlapping the specified box. |
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GetInstancesOverlappingSphere |
Returns the instances with instance bounds overlapping the specified sphere. |
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GetNavigationPerInstanceTransforms ( |
Handles request from navigation system to gather instance transforms in a specific area box. |
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GetNumRenderInstances() |
Number of instances in the render-side instance buffer. |
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OnPostLoadPerInstanceData() |
Creates rendering buffer from serialized data, if any |
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PartialNavigationUpdate ( |
Request to navigation system to update only part of navmesh occupied by specified instance. |
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PreAllocateInstancesMemory ( |
Preallocated memory to include the new added instances count, to prevent reallloc during the add operation. |
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RemoveInstance ( |
Remove the instance specified. |
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SetCustomData |
Per Instance Custom Data |
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SetCustomDataValue |
Update custom data for specific instance |
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UpdateInstanceTransform ( |
Update the transform for the instance specified. |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
Name | Description | ||
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OnComponentCreated() |
Called when a component is created (not loaded). This can happen in the editor or during gameplay |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
Name | Description | ||
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetNavigationBounds() |
Get bounds for navigation octree |