| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/VirtualHeightfieldMesh/Source/VirtualHeightfieldMesh/Public/VirtualHeightfieldMeshComponent.h |
Include |
#include "VirtualHeightfieldMeshComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Rendering,
HideCategories=(Activation, Collision, Cooking, HLOD, Navigation, Mobility, Object, Physics, VirtualTexture))
class UVirtualHeightfieldMeshComponent : public UPrimitiveComponent
Component to render a heightfield mesh using a virtual texture heightmap.
Name | Description | ||
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bBuildMinMaxTextureButton |
Placeholder for details customization button. |
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bCopyBoundsButton |
Placeholder for details customization button. |
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bHiddenInEditor |
Allows us to only see this actor in game and not in the Editor. |
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float |
Lod0Distribution |
Distribution multiplier applied only for LOD 0. |
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float |
Lod0ScreenSize |
Target screen size for a LOD 0 tile. |
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float |
LodBiasScale |
Scale applied to LodBias texture. |
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float |
LodDistribution |
Distribution multiplier applied for each LOD level. |
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Material |
The material to apply. |
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MinMaxTexture |
Texture object containing minimum and maximum height values. |
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NumForceLoadLods |
The number of levels that we force loaded. |
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NumMinMaxTextureBuildLevels |
Number of levels to build in the MinMax Texture. |
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NumOcclusionLods |
The number of levels that we calculate occlusion volumes for. |
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TSoftObjectPtr<... |
VirtualTexture |
The RuntimeVirtualTextureVolume that contains virtual texture heightmap. |
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VirtualTextureRef |
UObject ref resolved from VirtualTexture weak ref. |
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UObject * |
VirtualTextureThumbnail |
Placeholder for details customization image. |
Name | Description | |
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UVirtualHeightfieldMeshComponent ( |
Name | Description | ||
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GatherHideFlags |
Function used by the VirtualTexture delegate to retrieve our HidePrimitives flags. |
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GetHiddenInEditor() |
Get the HiddenInEditor flag on this component. |
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float |
GetLod0Distribution() |
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float |
GetLod0ScreenSize() |
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float |
GetLodBiasScale() |
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float |
GetLodDistribution() |
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UMaterialInt... |
GetMaterial() |
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UHeightfield... |
GetMinMaxTexture() |
Get the MinMax height texture on this component. |
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GetNumForceLoadLods() |
||
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GetNumMinMaxTextureBuildLevels() |
Get the number of levels to build in the MinMax Texture. |
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GetNumOcclusionLods() |
||
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URuntimeVirt... |
GetVirtualTexture() |
Get the associated runtime virtual texture. |
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GetVirtualTextureTransform() |
Get the associated runtime virtual texture transform including any texel snap offset. |
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ARuntimeVirt... |
GetVirtualTextureVolume() |
Get the associated runtime virtual texture volume. |
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InitializeMinMaxTexture |
Initialize the MinMax height texture with the passed in size and data. |
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IsMinMaxTextureEnabled() |
Returns true if a MinMax height texture is relevant for this virtual texture type. |
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OnVirtualTextureTransformUpdate ( |
Handles when the transform is updated on the associated VirtualTexture. |
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SetMinMaxTexture ( |
Set a new asset to hold the MinMax height texture. |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
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SupportsStaticLighting() |
Whether the component type supports static lighting. |
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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IsVisible() |
Returns true if this component is visible in the current context |
Name | Description | ||
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |