| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Foliage/Public/ProceduralFoliageComponent.h |
Include |
#include "ProceduralFoliageComponent.h" |
class UProceduralFoliageComponent : public UActorComponent
Name | Description | ||
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bAllowBSP |
Whether to place foliage on BSP |
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bAllowFoliage |
Whether to place foliage on other blocking foliage geometry |
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bAllowLandscape |
Whether to place foliage on landscape |
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bAllowStaticMesh |
Whether to place foliage on StaticMesh |
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bAllowTranslucent |
Whether to place foliage on translucent geometry |
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bShowDebugTiles |
Whether to visualize the tiles used for the foliage spawner simulation |
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FoliageSpawner |
The procedural foliage spawner used to generate foliage instances within this volume. |
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float |
TileOverlap |
The amount of overlap between simulation tiles (in cm). |
Name | Description | |
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UProceduralFoliageComponent ( |
Name | Description | ||
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GenerateProceduralContent ( |
Runs the procedural foliage simulation to generate a list of desired instances to spawn. |
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GetBounds() |
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FBodyInstanc... |
GetBoundsBodyInstance() |
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const FGuid ... |
GetProceduralGuid() |
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GetTileLayout ( |
Determines the basic layout of the tiles used in the simulation |
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GetWorldPosition() |
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HasSpawnedAnyInstances() |
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RemoveProceduralContent ( |
Removes all spawned foliage instances in the level that were spawned by this component |
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SetSpawningVolume ( |
Name | Description | ||
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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 |