UHLODProxy

This asset acts as a proxy to a static mesh for ALODActors to display

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/HLODProxy.h

Include

#include "Engine/HLODProxy.h"

Syntax

class UHLODProxy : public UObject

Remarks

This asset acts as a proxy to a static mesh for ALODActors to display

Functions

Name Description

Public function

UHLODProxyDe...

 

AddLODActor

(
    ALODActor* InLODActor
)

Register an HLODProxyDesc, building it from an existing LODActor

Public function

void

 

AddMesh

(
    ALODActor* InLODActor,
    UStaticMesh* InStaticMesh,
    const FName& InKey
)

Adds a static mesh and the key used to generate it

Public function

void

 

Clean()

Clean out invalid proxy mesh entries

Public function Const

bool

 

ContainsDataForActor

(
    const ALODActor* InLODActor
)

Check if we contain data for the specified actor

Public function

void

 

DeletePackage()

Destroy all assets & delete this HLOD proxy package.

Public function Static

void

 

ExtractComponents

(
    const ALODActor* LODActor,
    TArray< UPrimitiveComponent* >...
)

Extract components that we would use for LOD generation. Used to generate keys for LOD actors.

Public function Static

void

 

ExtractStaticMeshComponentsFromLODActor

(
    const ALODActor* LODActor,
    TArray< UStaticMeshComponent* ...
)

Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors

Public function Static

const AActor...

 

FindFirstActor

(
    const ALODActor* LODActor
)

Helper for recursive traversing LODActors to retrieve a semi deterministic first AActor for resulting asset naming

Public function Static

FName

 

GenerateKeyForActor

(
    const ALODActor* LODActor,
    bool bMustUndoLevelTransform
)

Build a unique key for the LOD actor, used to determine if the actor needs rebuilding

Public function Static

uint32

 

GetCRC

(
    UTexture* InTexture,
    uint32 InCRC
)

Public function Static

uint32

 

GetCRC

(
    UMaterialInterface* InMaterial...,
    uint32 InCRC
)

Public function Static

uint32

 

GetCRC

(
    UStaticMeshComponent* InCompon...,
    uint32 InCRC,
    const FTransform& TransformCompone...
)

Public function Static

uint32

 

GetCRC

(
    UStaticMesh* InStaticMesh,
    uint32 InCRC
)

Public function Const

TSoftObjectP...

 

GetMap()

Get the owner map for this HLOD proxy

Public function Const

bool

 

IsEmpty()

Returns true if proxy doesn't contain any mesh entry.

Public function

bool

 

SetHLODBakingTransform

(
    const FTransform& InTransform
)

Specify the transform to apply to the source meshes when building HLODs.

Public function

void

 

SetMap

(
    const UWorld* InMap
)

Setup the map - only called at initial construction

Public function

void

 

SpawnLODActors

(
    ULevel* InLevel
)

Spawn LODActors from the HLODProxyDescs found in this proxy.

Public function

void

 

UpdateHLODDescs

(
    const ULevel* InLevel
)

Update the HLODDesc stored in this proxy using existing LODActors from the level

Overridden from UObject

Name Description

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.

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