ULandscapeHeightfieldCollisionComponent

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Inheritance Hierarchy

References

Module

Landscape

Header

/Engine/Source/Runtime/Landscape/Classes/LandscapeHeightfieldCollisionComponent.h

Include

#include "LandscapeHeightfieldCollisionComponent.h"

Syntax

class ULandscapeHeightfieldCollisionComponent : public UPrimitiveComponent

Variables

Name Description

Public variable

bool[2]

 

bShouldSaveCookedDataToDDC

Flag to indicate that the next time we cook data, we should save it to the DDC.

Public variable

FNavHeightfield...

 

CachedHeightFieldSamples

Public variable

FBox

 

CachedLocalBox

Cached local-space bounding box, created at heightmap update time

Public variable

uint32

 

CollisionHash

Public variable

FWordBulkData

 

CollisionHeightData

The collision height values. Stripped from cooked content

Public variable

TArray< uint8 >

 

CollisionQuadFlags

The flags for each collision quad. See ECollisionQuadFlags.

Public variable

float

 

CollisionScale

Collision scale: (ComponentSizeQuads) / (CollisionSizeQuads)

Public variable

int32

 

CollisionSizeQuads

Size of component in collision quads

Public variable

TArray< ULandsc...

 

ComponentLayerInfos

List of layers painted on this component.

Public variable

TArray< uint8 >

 

CookedCollisionData

Cooked HeightField data.

Public variable

TArray< uint8 >

 

CookedCollisionDataEd

Cooked editor specific heightfield data, never serialized

Public variable

TArray< UPhysic...

 

CookedPhysicalMaterials

This is a list of physical materials that is actually used by a cooked HeightField

Public variable

FByteBulkData

 

DominantLayerData

Indices into the ComponentLayers array for the per-vertex dominant layer.

Public variable

int32

 

HeightfieldColumnsCount

Public variable

FGuid

 

HeightfieldGuid

Guid used to share PhysX heightfield objects in the editor

Public variable

TRefCountPtr< F...

 

HeightfieldRef

Physics engine version of heightfield data.

Public variable

int32

 

HeightfieldRowsCount

Cached PxHeightFieldSamples values for navmesh generation.

Public variable

TLazyObjectPtr<...

 

RenderComponent

Reference to render component

Public variable

int32

 

SectionBaseX

Offset of component in landscape quads

Public variable

int32

 

SectionBaseY

Public variable

int32

 

SimpleCollisionSizeQuads

Size of component's "simple collision" in collision quads

Public variable

TSharedPtr< FAs...

 

SpeculativeDDCRequest

Async DCC load for cooked collision representation.

Constructors

Name Description

Public function

ULandscapeHeightfieldCollisionComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual Const

uint32

 

ComputeCollisionHash()

Computes a hash of all the data that will impact final collision

Public function Virtual Const

bool

 

CookCollisionData

(
    const FName& Format,
    bool bUseOnlyDefMaterial,
    bool bCheckDDC,
    TArray< uint8 >& OutCookedData,
    TArray< UPhysicalMaterial* >&...
)

Cooks raw height data into collision object binary stream

Public function Virtual

void

 

CreateCollisionObject()

Creates collision object from a cooked collision data

Public function

TOptional< f...

 

GetHeight

(
    float X,
    float Y
)

Public function Const

ULandscapeIn...

 

GetLandscapeInfo()

Gets the landscape info object for this landscape

Public function Const

ALandscapePr...

 

GetLandscapeProxy()

Return the landscape actor associated with this component.

Public function Const

ULandscapeCo...

 

GetRenderComponent()

Returns associated landscape component

Public function Const

FIntPoint

 

GetSectionBase()

Public function Virtual

bool

 

RecreateCollision()

Recreate heightfield and restart physics

Public function

void

 

SetSectionBase

(
    FIntPoint InSectionBase
)

Public function

void

 

SnapFoliageInstances()

Public function

void

 

SnapFoliageInstances

(
    const FBox& InInstanceBox
)

Called from editor code to manage foliage instances on landscape.

Public function

void

 

SpeculativelyLoadAsyncDDCCollsionData()

We speculatively async load collision object from DDC to remove hitch when streaming

Public function

void

 

UpdateHeightfieldRegion

(
    int32 ComponentX1,
    int32 ComponentY1,
    int32 ComponentX2,
    int32 ComponentY2
)

Modify a sub-region of the PhysX heightfield. Note that this does not update the physical material

Overridden from UPrimitiveComponent

Name Description

Public function Virtual Const

bool

 

ComponentIsTouchingSelectionBox

(
    const FBox& InSelBBox,
    const FEngineShowFlags& ShowFlags,
    const bool bConsiderOnlyBSP,
    const bool bMustEncompassEntireComp...
)

Determines whether the supplied bounding box intersects with the component.

Public function Virtual Const

bool

 

ComponentIsTouchingSelectionFrustum

(
    const FConvexVolume& InFrustum,
    const FEngineShowFlags& ShowFlags,
    const bool bConsiderOnlyBSP,
    const bool bMustEncompassEntireComp...
)

Determines whether the supplied frustum intersects with the component.

Public function Virtual Const

bool

 

DoCustomNavigableGeometryExport

(
    FNavigableGeometryExport& GeomExpo...
)

Collects custom navigable geometry of component.

Overridden from USceneComponent

Name Description

Public function Virtual Const

FBoxSphereBo...

 

CalcBounds

(
    const FTransform& LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Public function Virtual Const

ECollisionEn...

 

GetCollisionEnabled()

Returns the form of collision for this component

Public function Virtual Const

ECollisionCh...

 

GetCollisionObjectType()

Gets the collision object type

Public function Virtual Const

ECollisionRe...

 

GetCollisionResponseToChannel

(
    ECollisionChannel Channel
)

Gets the response type given a specific channel

Public function Virtual Const

const FColli...

 

GetCollisionResponseToChannels()

Return const reference to CollsionResponseContainer

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

ApplyWorldOffset

(
    const FVector& InOffset,
    bool bWorldShift
)

Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

Public function Virtual

void

 

DestroyComponent

(
    bool bPromoteChildren
)

Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

Protected function Virtual

void

 

OnCreatePhysicsState()

Used to create any physics engine information for this component

Protected function Virtual

void

 

OnDestroyPhysicsState()

Used to shut down and physics engine structure for this component

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

OnUnregister()

Called when a component is unregistered.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

ExportCustomProperties

(
    FOutputDevice& Out,
    uint32 Indent
)

Exports the property values for the specified object as text to the output device.

Public function Virtual

void

 

ImportCustomProperties

(
    const TCHAR* SourceText,
    FFeedbackContext* Warn
)

Exports the property values for the specified object as text to the output device.

Public function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from INavRelevantInterface

Name Description

Public function Virtual Const

void

 

GatherGeometrySlice

(
    FNavigableGeometryExport& GeomExpo...,
    const FBox& SliceBox
)

This function is called "on demand", whenever that specified piece of geometry is needed for navigation generation

Public function Virtual Const

ENavDataGath...

 

GetGeometryGatheringMode()

Public function Virtual

void

 

PrepareGeometryExportSync()

Called on Game-thread to give implementer a change to perform actions that require game-thread to run, for example precaching physics data

Public function Virtual Const

bool

 

SupportsGatheringGeometrySlices()

If this instance knows how to export sub-sections of self

Classes

Name

Description

Public struct

FHeightfieldGeometryRef

Enums

Name

Description

Public enum

ECollisionQuadFlags

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