| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Foliage/Public/ProceduralFoliageTile.h |
Include |
#include "ProceduralFoliageTile.h" |
class UProceduralFoliageTile : public UObject
Procedurally determines where to spawn foliage meshes within a discrete area. Generally, a procedural foliage simulation as a whole is composed of multiple tiles. Tiles are able to overlap one another as well to create a seamless appearance.
Note that the tile is not responsible for actually spawning any instances, it only determines where they should be placed. Following a simulation, call ExtractDesiredInstances for information about where each instance should spawn.
Note also that, barring any core changes to the ordering of TSet, foliage generation is deterministic (i.e. given the same inputs, the result of the simulation will always be the same).
Name | Description | |
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UProceduralFoliageTile ( |
Name | Description | ||
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CopyInstancesToTile ( |
Copies instances within this tile to another |
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Empty() |
Empty arrays and sets |
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ExtractDesiredInstances ( |
Extracts information on each instance that should be spawned based on the simulation. |
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InitSimulation ( |
Initializes the tile for simulation. |
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RemoveInstance ( |
Removes a single instance from the tile |
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RemoveInstances() |
Removes all instances from the tile |
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Simulate ( |
Procedurally determine the placement of foliage instances. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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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). |