UProceduralFoliageTile

Procedurally determines where to spawn foliage meshes within a discrete area.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UProceduralFoliageTile

References

Module

Foliage

Header

/Engine/Source/Runtime/Foliage/Public/ProceduralFoliageTile.h

Include

#include "ProceduralFoliageTile.h"

Syntax

class UProceduralFoliageTile : public UObject

Remarks

Procedurally determines where to spawn foliage meshes within a discrete area. Generally, a procedural foliage simulation as a whole is composed of multiple tiles. Tiles are able to overlap one another as well to create a seamless appearance.

that the tile is not responsible for actually spawning any instances, it only determines where they should be placed. Following a simulation, call ExtractDesiredInstances for information about where each instance should spawn.

also that, barring any core changes to the ordering of TSet, foliage generation is deterministic (i.e. given the same inputs, the result of the simulation will always be the same).

Constructors

Name Description

Public function

UProceduralFoliageTile

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

void

 

CopyInstancesToTile

(
    UProceduralFoliageTile* ToTile,
    const FBox2D& LocalAABB,
    const FTransform& RelativeTM,
    const float Overlap
)

Copies instances within this tile to another

Public function

void

 

Empty()

Empty arrays and sets

Public function

void

 

ExtractDesiredInstances

(
    TArray< FDesiredFoliageInstance >&...,
    const FTransform& WorldTM,
    const FGuid& ProceduralGuid,
    const float HalfHeight,
    const FBodyInstance* VolumeBod...,
    bool bEmptyTileInfo
)

Extracts information on each instance that should be spawned based on the simulation.

Public function

void

 

InitSimulation

(
    const UProceduralFoliageSpawner...,
    const int32 InRandomSeed
)

Initializes the tile for simulation.

Public function

void

 

RemoveInstance

(
    FProceduralFoliageInstance* In...
)

Removes a single instance from the tile

Public function

void

 

RemoveInstances()

Removes all instances from the tile

Public function

void

 

Simulate

(
    const UProceduralFoliageSpawner...,
    const int32 RandomSeed,
    const int32 MaxNumSteps,
    const int32 InLastCancel
)

Procedurally determine the placement of foliage instances.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

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