ULandscapeSplinesComponent

[ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent).

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Inheritance Hierarchy

References

Module

Landscape

Header

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

Include

#include "LandscapeSplinesComponent.h"

Syntax

class ULandscapeSplinesComponent : public UPrimitiveComponent

Remarks

Variables

Name Description

Public variable

uint32: 1

 

bShowSplineEditorMesh

Whether we are in-editor and showing spline editor meshes

Protected variable

TArray< ULandsc...

 

ControlPoints

Public variable

UTexture2D *...

 

ControlPointSprite

Sprite used to draw control points

Protected variable

TArray< UMeshCo...

 

CookedForeignMeshComponents

References to components owned by landscape splines in other levels for cooked build (uncooked keeps references via ForeignWorldSplineDataMap)

Protected variable

TMap< TSoftObje...

 

ForeignWorldSplineDataMap

Serialized.

Protected variable

TMap< UMeshComp...

 

MeshComponentForeignOwnersMap

Protected variable

TMap< UMeshComp...

 

MeshComponentLocalOwnersMap

Transient - rebuilt on load.

Protected variable

TArray< ULandsc...

 

Segments

Public variable

FColor

 

SplineColor

Color to use to draw the splines

Public variable

UStaticMesh ...

 

SplineEditorMesh

Mesh used to draw splines that have no mesh

Public variable

float

 

SplineResolution

Resolution of the spline, in distance per point

Constructors

Name Description

Public function

ULandscapeSplinesComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AddForeignMeshComponent

(
    ULandscapeSplineSegment* Owner,
    USplineMeshComponent* Componen...
)

Public function Virtual

void

 

AddForeignMeshComponent

Public function

void

 

AutoFixMeshComponentErrors

(
    UWorld* OtherWorld
)

Public function

void

 

CheckSplinesValid()

Public function Virtual

void

 

DestroyOrphanedForeignControlPointMeshComponents

(
    UWorld* OwnerWorld
)

Public function Virtual

void

 

DestroyOrphanedForeignSplineMeshComponents

(
    UWorld* OwnerWorld
)

Public function

void

 

DestroyUnreferencedForeignMeshComponents()

Public function

void

 

ForEachUnreferencedForeignMeshComponent

(
    TFunctionRef< bool...
)

Public function

TArray< ULan...

 

GetAllStreamingSplinesComponents()

Gathers and returns all currently existing

Public function Virtual

UControlPoin...

 

GetForeignMeshComponent

Public function Virtual

TArray< USpl...

 

GetForeignMeshComponents

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

UObject *...

 

GetOwnerForMeshComponent

(
    const UMeshComponent* SplineMe...
)

Public function

TArray< USpl...

 

GetSplineMeshComponents()

Get a list of spline mesh components representing this landscape spline (Editor only)

Public function

ULandscapeSp...

 

GetStreamingSplinesComponentByLocation

(
    const FVector& LocalLocation,
    bool bCreate
)

Returns a suitable ULandscapeSplinesComponent to place streaming meshes into, given a location falls back to "this" if it can't find another suitable, so never returns nullptr

Public function

ULandscapeSp...

 

GetStreamingSplinesComponentForLevel

(
    ULevel* Level,
    bool bCreate
)

Returns the matching ULandscapeSplinesComponent for a given level, can return null

Public function Const

bool

 

HasAnyControlPointsOrSegments()

Public function Const

bool

 

IsUsingEditorMesh

(
    const USplineMeshComponent* Sp...
)

Public function Const

bool

 

IsUsingLayerInfo

(
    const ULandscapeLayerInfoObject...
)

Public function

bool

 

ModifySplines

(
    bool bAlwaysMarkDirty
)

Public function Virtual

void

 

RebuildAllSplines

(
    bool bBuildCollision
)

Rebuilds all spline points and meshes for all spline control points and segments in this splines component

Public function Virtual

void

 

RemoveAllForeignMeshComponents

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

void

 

RemoveForeignMeshComponent

(
    ULandscapeSplineSegment* Owner,
    USplineMeshComponent* Componen...
)

Public function Virtual

void

 

RemoveForeignMeshComponent

Public function Virtual

void

 

ShowSplineEditorMesh

(
    bool bShow
)

Public function Virtual

void

 

UpdateModificationKey

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

void

 

UpdateModificationKey

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

FPrimitiveSc...

 

CreateSceneProxy()

Creates a proxy to represent the primitive to the scene manager in the rendering thread.

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.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

OnRegister()

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

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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