ULidarPointCloudComponent

Component that allows you to render specified point cloud section

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

LidarPointCloudRuntime

Header

/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudComponent.h

Include

#include "LidarPointCloudComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, ShowCategories=(Rendering),
       HideCategories=(Object, LOD, Physics, Activation, Materials, Cooking, Input, HLOD, Mobile),
       Meta=(BlueprintSpawnableComponent))
class ULidarPointCloudComponent : public UMeshComponent

Remarks

Component that allows you to render specified point cloud section

Variables

Name Description

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

bool

 

bDrawNodeBounds

Enabling this will cause the visible nodes to render their bounds.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseFrustumCulling

If enabled, points outside of the visible frustum will not be rendered.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TMap< int32, FL...

 

ClassificationColors

Used with the Classification source. Maps the given classification ID to a color.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ELidarPointClou...

 

ColorSource

Specifies which source to use for point colors.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FLinearColor

 

ColorTint

Specifies the tint to apply to the points.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Contrast

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

FLinearColor

 

ElevationColorBottom

Specifies the bottom color of the elevation-based gradient.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

FLinearColor

 

ElevationColorTop

Specifies the top color of the elevation-based gradient.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Gain

Affects the emissive strength of the color. Useful to create Bloom and light bleed effects.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Gamma

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

GapFillingStrength

If set to > 0, it attempts to close gaps between points.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

IntensityInfluence

Specifies the influence of Intensity data, if available, on the overall color.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

int32

 

MaxDepth

Maximum Depth to which the nodes should be rendered. -1 to disable.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

int32

 

MinDepth

Minimum Depth from which the nodes should be rendered. 0 to disable.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Offset

Applied additively, 0 being neutral.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ELidarPointClou...

 

PointOrientation

Affects the orientation of points.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

PointSize

Use to tweak the size of the points. Set to 0 to switch to 1 pixel points.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

float

 

PointSizeBias

Larger values will help mask LOD transition areas, but too large values will lead to loss of detail.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Saturation

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ELidarPointClou...

 

ScalingMethod

Determines how the points will be scaled

Constructors

Name Description

Public function

ULidarPointCloudComponent()

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToFirstPointByRay

(
    FColor NewColor,
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to the first point hit by the given ray

Public function

void

 

ApplyColorToFirstPointByRay

(
    const FColor& NewColor,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsByRay

(
    FColor NewColor,
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to all points hit by the given ray

Public function

void

 

ApplyColorToPointsByRay

(
    const FColor& NewColor,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsInBox

(
    FColor NewColor,
    FVector Center,
    FVector Extent,
    bool bVisibleOnly
)

Applies the given color to all points within the box

Public function

void

 

ApplyColorToPointsInBox

(
    const FColor& NewColor,
    const FBox& Box,
    const bool& bVisibleOnly
)

Public function

void

 

ApplyColorToPointsInSphere

(
    const FColor& NewColor,
    const FSphere& Sphere,
    const bool& bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsInSphere

(
    FColor NewColor,
    FVector Center,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to all points within the sphere

Public function UFunction BlueprintCallable, Category

void

 

ApplyRenderingParameters()

Applies specified rendering parameters (Brightness, Saturation, etc) to the selected material

Public function

void

 

ExecuteActionOnFirstPointByRay

(
    TFunction< void...,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Executes the provided action on the first point hit by the given ray.

Public function

void

 

ExecuteActionOnPointsByRay

(
    TFunction< void...,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Executes the provided action on each of the points hit by the given ray.

Public function

void

 

ExecuteActionOnPointsInBox

(
    TFunction< void...,
    const FVector& Center,
    const FVector& Extent,
    const bool& bVisibleOnly
)

Executes the provided action on each of the points within the given box.

Public function

void

 

ExecuteActionOnPointsInBox

(
    TFunction< void...,
    const FBox& Box,
    const bool& bVisibleOnly
)

Public function

void

 

ExecuteActionOnPointsInSphere

(
    TFunction< void...,
    const FVector& Center,
    const float& Radius,
    const bool& bVisibleOnly
)

Executes the provided action on each of the points within the given sphere.

Public function

void

 

ExecuteActionOnPointsInSphere

(
    TFunction< void...,
    const FSphere& Sphere,
    const bool& bVisibleOnly
)

Public function Const

TWeakPtr< FV...

 

GetOwningViewportClient()

Public function Const UFunction BlueprintPure, Category

ULidarPointC...

 

GetPointCloud()

Public function Const UFunction BlueprintPure, Category

ELidarPointC...

 

GetPointShape()

Returns the current Point Shape

Public function

void

 

GetPointsInBox

(
    TArray64< FLidarPointCloudPoint...,
    const FBox& Box,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInBox

(
    TArray64< FLidarPointCloudPoint...,
    const FVector& Center,
    const FVector& Extent,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInBox

(
    TArray< FLidarPointCloudPoint*...,
    const FBox& Box,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInBox

(
    TArray< FLidarPointCloudPoint*...,
    const FVector& Center,
    const FVector& Extent,
    const bool& bVisibleOnly
)

Populates the array with the list of points within the given box.

Public function

void

 

GetPointsInBoxAsCopies

(
    TArray< FLidarPointCloudPoint >& S...,
    const FBox& Box,
    const bool& bVisibleOnly,
    const bool& bReturnWorldSpace
)

Public function

void

 

GetPointsInBoxAsCopies

(
    TArray64< FLidarPointCloudPoint >&...,
    const FBox& Box,
    const bool& bVisibleOnly,
    const bool& bReturnWorldSpace
)

Public function UFunction BlueprintCallable, Category

TArray< FLid...

 

GetPointsInBoxAsCopies

(
    FVector Center,
    FVector Extent,
    bool bVisibleOnly,
    bool bReturnWorldSpace
)

Populates the array with copies of points within the given box.

Public function

void

 

GetPointsInSphere

(
    TArray64< FLidarPointCloudPoint...,
    const FVector& Center,
    const float& Radius,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInSphere

(
    TArray< FLidarPointCloudPoint*...,
    const FVector& Center,
    const float& Radius,
    const bool& bVisibleOnly
)

Populates the array with the list of points within the given sphere.

Public function

void

 

GetPointsInSphere

(
    TArray< FLidarPointCloudPoint*...,
    const FSphere& Sphere,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInSphere

(
    TArray64< FLidarPointCloudPoint...,
    const FSphere& Sphere,
    const bool& bVisibleOnly
)

Public function

void

 

GetPointsInSphereAsCopies

(
    TArray64< FLidarPointCloudPoint >&...,
    const FSphere& Sphere,
    const bool& bVisibleOnly,
    const bool& bReturnWorldSpace
)

Public function

void

 

GetPointsInSphereAsCopies

(
    TArray< FLidarPointCloudPoint >& S...,
    const FSphere& Sphere,
    const bool& bVisibleOnly,
    const bool& bReturnWorldSpace
)

Public function UFunction BlueprintCallable, Category

TArray< FLid...

 

GetPointsInSphereAsCopies

(
    FVector Center,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace
)

Populates the array with copies of points within the given sphere.

Public function Const UFunction BlueprintPure, Category

bool

 

HasPointsByRay

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Returns true if there are any points hit by the given ray.

Public function Const

bool

 

HasPointsByRay

(
    const FLidarPointCloudRay& Ray,
    float Radius,
    bool bVisibleOnly
)

Returns true if there are any points hit by the given ray.

Public function Const

bool

 

HasPointsInBox

(
    const FBox& Box,
    bool bVisibleOnly
)

Returns true if there are any points within the given box.

Public function Const UFunction BlueprintPure, Category

bool

 

HasPointsInBox

(
    FVector Center,
    FVector Extent,
    bool bVisibleOnly
)

Returns true if there are any points within the given box.

Public function Const UFunction BlueprintPure, Category

bool

 

HasPointsInSphere

(
    FVector Center,
    float Radius,
    bool bVisibleOnly
)

Returns true if there are any points within the given sphere.

Public function Const

bool

 

HasPointsInSphere

(
    const FSphere& Sphere,
    bool bVisibleOnly
)

Returns true if there are any points within the given sphere.

Public function Const

bool

 

IsOwnedByEditor()

Public function UFunction BlueprintPure, Category, Meta

bool

 

LineTraceMulti

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace,
    TArray< FLidarPointCloudPoint >& O...
)

Performs a raycast test against the point cloud.

Public function

bool

 

LineTraceMulti

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace,
    TArray< FLidarPointCloudPoint >& O...
)

Performs a raycast test against the point cloud.

Public function

bool

 

LineTraceMulti

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly,
    TArray< FLidarPointCloudPoint*...
)

Public function

FLidarPointC...

 

LineTraceSingle

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintPure, Category, Meta

bool

 

LineTraceSingle

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly,
    FLidarPointCloudPoint& PointHit
)

Performs a raycast test against the point cloud. Returns the pointer if hit or nullptr otherwise.

Public function UFunction BlueprintCallable, Category

void

 

RemoveFirstPointByRay

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Removes the first point hit by the given ray

Public function

void

 

RemoveFirstPointByRay

(
    const FLidarPointCloudRay& Ray,
    const float& Radius,
    bool bVisibleOnly
)

Public function

void

 

RemovePointsByRay

(
    FLidarPointCloudRay Ray,
    float Radius,
    const bool& bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsByRay

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Removes all points hit by the given ray

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsInBox

(
    FVector Center,
    FVector Extent,
    bool bVisibleOnly
)

Removes all points within the given box

Public function

void

 

RemovePointsInBox

(
    const FBox& Box,
    const bool& bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsInSphere

(
    FVector Center,
    float Radius,
    bool bVisibleOnly
)

Removes all points within the given sphere

Public function

void

 

RemovePointsInSphere

(
    const FSphere& Sphere,
    const bool& bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

SetPointCloud

(
    ULidarPointCloud* InPointCloud
)

Public function UFunction BlueprintCallable, Category

void

 

SetPointShape

(
    ELidarPointCloudSpriteShape NewPoin...
)

Sets new Point Shape

Public function

void

 

SetVisibilityOfFirstPointByRay

(
    bool bNewVisibility,
    FLidarPointCloudRay Ray,
    float Radius
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfFirstPointByRay

(
    bool bNewVisibility,
    FVector Origin,
    FVector Direction,
    float Radius
)

Sets visibility of the first point hit by the given ray.

Public function

void

 

SetVisibilityOfPointsByRay

(
    bool bNewVisibility,
    FLidarPointCloudRay Ray,
    float Radius
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsByRay

(
    bool bNewVisibility,
    FVector Origin,
    FVector Direction,
    float Radius
)

Sets visibility of points hit by the given ray.

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsInBox

(
    bool bNewVisibility,
    FVector Center,
    FVector Extent
)

Sets visibility of points within the given box.

Public function

void

 

SetVisibilityOfPointsInBox

(
    const bool& bNewVisibility,
    const FBox& Box
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsInSphere

(
    bool bNewVisibility,
    FVector Center,
    float Radius
)

Sets visibility of points within the given sphere.

Public function

void

 

SetVisibilityOfPointsInSphere

(
    const bool& bNewVisibility,
    const FSphere& Sphere
)

Public function Const

bool

 

ShouldRenderFacingNormals()

Returns true if the component should be rendered facing normals

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

UBodySetup &...

 

GetBodySetup()

Return the BodySetup to use for this PrimitiveComponent (single body case)

Public function Virtual Const

UMaterialInt...

 

GetMaterial

(
    int32 ElementIndex
)

Returns the material used by the element at the specified index

Public function Virtual Const

int32

 

GetNumMaterials()

Return number of material elements in this primitive

Public function Virtual

void

 

SetMaterial

(
    int32 ElementIndex,
    UMaterialInterface* Material
)

Changes the material applied to an element of the mesh.

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

 

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

 

PostLoad()

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

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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