| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Landscape/Classes/LandscapeProxy.h |
Include |
#include "LandscapeProxy.h" |
class ALandscapeProxy : public AActor
Name | Description | ||
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AsyncFoliageTasks |
A transient data structure for tracking the grass tasks |
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uint8: 1 |
bAffectDistanceFieldLighting |
Controls whether the primitive should affect dynamic distance field lighting methods. |
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uint32: 1 |
bBakeMaterialPositionOffsetIntoCollision |
Whether to bake the landscape material's vertical world position offset into the collision heightfield. |
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uint8: 1 |
bCastDynamicShadow |
Controls whether the primitive should cast shadows in the case of non precomputed shadowing. |
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uint32: 1 |
bCastFarShadow |
When enabled, the component will be rendering into the far shadow cascades(only for directional lights). |
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uint8: 1 |
bCastHiddenShadow |
If true, the primitive will cast shadows even if bHidden is true. |
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uint32: 1 |
bCastShadowAsTwoSided |
Whether this primitive should cast dynamic shadows as if it were a two sided material. |
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uint8: 1 |
bCastStaticShadow |
Whether the object should cast a static shadow from shadow casting lights. |
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uint32: 1 |
bFillCollisionUnderLandscapeForNavmesh |
Set to true to prevent navmesh generation under the terrain geometry |
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uint32: 1 |
bGenerateOverlapEvents |
If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). |
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bHasLandscapeGrass |
Only used outside of the editor (e.g. in cooked builds) Disables landscape grass processing entirely if no landscape components have landscape grass configured |
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bHasLayersContent |
Flag that tell if we have some layers content |
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uint32: 1 |
bIsMovingToLevel |
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bIsPerformingInteractiveActionOnLandscapeMaterialOverride |
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bMeshHoles |
Use unique geometry instead of material alpha tests for holes on mobile platforms. |
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BodyInstance |
Collision profile settings for this landscape |
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uint32: 1 |
bRenderCustomDepth |
If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines) |
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uint32: 1 |
bUsedForNavigation |
Hints navigation system whether this landscape will ever be navigated on. |
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bUseDynamicMaterialInstance |
When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime |
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bUseLandscapeForCullingInvisibleHLODVertices |
Flag whether or not this Landscape's surface can be used for culling hidden triangles |
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uint32: 1 |
bUseMaterialPositionOffsetInStaticLighting |
Whether to use the landscape material's vertical world position offset when calculating static lighting. |
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uint8: 1 |
CastShadow |
Controls whether the primitive component should cast a shadow or not. |
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CollisionComponents |
Array of LandscapeHeightfieldCollisionComponent |
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CollisionMipLevel |
Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate. |
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float |
CollisionThickness |
Thickness of the collision surface, in unreal units |
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float |
ComponentScreenSizeToUseSubSections |
Component screen size (0.0 - 1.0) at which we should keep sub sections. |
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ComponentSizeQuads |
Data set at creation time |
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CustomDepthStencilValue |
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
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CustomDepthStencilWriteMask |
Mask used for stencil buffer writes. |
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DefaultPhysMaterial |
Default physical material, used when no per-layer values physical materials |
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EditorLayerSettings |
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ExportLOD |
LOD level to use when exporting the landscape to obj or FBX |
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FeatureLevelChangedDelegateHandle |
Handle so we can unregister the delegate |
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FoliageCache |
A transient data structure for tracking the grass |
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FoliageComponents |
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FrameOffsetForTickInterval |
Frame offset for tick interval |
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HeightmapsCPUReadback |
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LandscapeComponents |
The array of LandscapeComponent that are used by the landscape |
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LandscapeGuid |
Guid for LandscapeEditorInfo |
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LandscapeHoleMaterial |
Material used to render landscape components with holes. |
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LandscapeMaterial |
Combined material used to render the landscape |
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LandscapeMaterialChangedDelegate |
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LandscapeMaterialsOverride |
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LandscapeSectionOffset |
Offset in quads from global components grid origin (in quads) |
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float |
LDMaxDrawDistance |
Max draw distance exposed to LDs. |
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LightingChannels |
Channels that this Landscape should be in. |
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LightmassSettings |
The Lightmass settings for this object. |
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float |
LOD0DistributionSetting |
The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen. |
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float |
LOD0ScreenSize |
This is the starting screen size used to calculate the distribution, by default it's 1, but you can increase the value if you want less LOD0 component, and you use very large landscape component. |
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float |
LODDistributionSetting |
The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space. |
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MaterialInstanceConstantMap |
Map of material instance constants used to for the components. |
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MaxLODLevel |
Max LOD level to use when rendering, -1 means the max available |
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MaxPaintedLayersPerComponent |
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MeshHolesMaxLod |
Maximum geometry LOD at which to render unique hole meshes. |
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NavigationGeometryGatheringMode |
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float |
NegativeZBoundsExtension |
Allows overriding the landscape bounds. |
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NumComponentsNeedingGrassMapRender |
For the grassmap rendering notification |
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NumComponentsNeedingTextureBaking |
For the texture baking notification |
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NumSubsections |
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NumTexturesToStreamForVisibleGrassMapRender |
To throttle texture streaming when we're trying to render a grassmap |
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OccluderGeometryLOD |
Landscape LOD to use as an occluder geometry for software occlusion |
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float |
PositiveZBoundsExtension |
Allows overriding the landscape bounds. |
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PreEditLandscapeHoleMaterial |
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PreEditLandscapeMaterial |
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PreEditLandscapeMaterialsOverride |
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ReimportDestinationLayerGuid |
Height and weightmap import destination layer guid |
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ReimportHeightmapFilePath |
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ReleaseResourceFence |
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RuntimeVirtualTextures |
Array of runtime virtual textures into which we draw this landscape. |
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SimpleCollisionMipLevel |
If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision. |
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SplineComponent |
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StaticLightingLOD |
LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing) |
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float |
StaticLightingResolution |
The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams |
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float |
StreamingDistanceMultiplier |
Allows artists to adjust the distance where textures using UV 0 are streamed in/out. |
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SubsectionSizeQuads |
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TargetDisplayOrder |
Display Order mode for the targets |
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TargetDisplayOrderList |
Display Order of the targets |
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float |
TessellationComponentScreenSize |
Component screen size (0.0 - 1.0) at which we should enable tessellation. |
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float |
TessellationComponentScreenSizeFalloff |
Component screen size (0.0 - 1.0) at which we start the tessellation falloff. |
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UpdateBakedTexturesCountdown |
Frame counter to count down to the next time we check to update baked textures, so we don't check every frame |
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UseTessellationComponentScreenSizeFalloff |
Tell if we should enable tessellation falloff. |
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VirtualTextureLodBias |
Bias to the LOD selected for rendering to runtime virtual textures. |
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VirtualTextureNumLods |
Number of mesh levels to use when rendering landscape into runtime virtual texture. |
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VirtualTextureRenderPassType |
Controls if this component draws in the main pass as well as in the virtual texture. |
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WeightmapsCPUReadback |
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WeightmapUsageMap |
Map of weightmap usage |
Name | Description | |
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ALandscapeProxy ( |
Name | Description | |
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~ALandscapeProxy() |
Name | Description | ||
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AddExclusionBox ( |
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AddLayer ( |
Add Layer if it doesn't exist yet. |
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AddReferencedObjects ( |
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BuildGrassMaps ( |
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CanHaveLayersContent() |
Will tell if the landscape proxy can have some content related to the layer system |
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ChangeComponentScreenSizeToUseSubSections ( |
Change ComponentScreenSizeToUseSubSections value on the render proxy. |
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ChangedPhysMaterial() |
Changed Physical Material. |
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ChangeLODDistanceFactor ( |
Change the Level of Detail distance factor |
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ChangeTessellationComponentScreenSize ( |
Change TessellationComponentScreenSize value on the render proxy. |
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ChangeTessellationComponentScreenSizeFalloff ( |
Change TessellationComponentScreenSizeFalloff value on the render proxy. |
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ChangeUseTessellationComponentScreenSizeFalloff ( |
Change UseTessellationComponentScreenSizeFalloff value on the render proxy. |
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CheckGenerateLandscapePlatformData ( |
Generate platform data if it's missing or outdated |
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ULandscapeIn... |
CreateLandscapeInfo ( |
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UTexture2D &... |
CreateLandscapeTexture ( |
Creates a Texture2D for use by this landscape proxy or one of it's components. |
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UTexture2D &... |
CreateLandscapeToolTexture ( |
Creates a Texture2D for use by this landscape proxy or one of it's components for tools . |
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ULandscapeLa... |
CreateLayerInfo |
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ULandscapeLa... |
CreateLayerInfo ( |
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CreateSplineComponent ( |
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ULandscapeWe... |
CreateWeightmapUsage() |
Creates a LandscapeWeightMapUsage object outered to this proxy. |
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DeleteLayer ( |
Delete Layer. |
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EditorApplySpline ( |
Deform landscape using a given spline |
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EditorSetLandscapeMaterial ( |
Setter for LandscapeMaterial. Has no effect outside the editor. |
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ExportToRawMesh ( |
Exports landscape into raw mesh |
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ExportToRawMesh ( |
Exports landscape geometry contained within InBounds into a raw mesh |
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FixupSharedData ( |
Assign only mismatching data and mark proxy package dirty. |
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FixupWeightmaps() |
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FlushGrassComponents ( |
Flush the grass cache |
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GetBoundingRect() |
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GetGrassTypes ( |
Get the list of grass types on this landscape |
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TOptional< f... |
GetHeightAtLocation ( |
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GetHeightValues |
Fills an array with height values |
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ALandscape &... |
GetLandscapeActor() |
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const ALands... |
GetLandscapeActor() |
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GetLandscapeGuid() |
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UMaterialInt... |
GetLandscapeHoleMaterial() |
Get Hole Landscape Material assigned to this Landscape. |
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ULandscapeIn... |
GetLandscapeInfo() |
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UMaterialInt... |
GetLandscapeMaterial ( |
Get Landscape Material assigned to this Landscape. |
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const TArray... |
GetLandscapeProxies() |
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GetLayersFromMaterial() |
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GetLayersFromMaterial ( |
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ULandscapeMa... |
GetLayerThumbnailMIC ( |
Create a thumbnail material for a given layer |
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GetOutdatedGrassMapCount() |
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GetSectionBaseOffset() |
Get landscape position in section space |
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GetSharedProperties ( |
Copy properties from parent Landscape actor. |
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HasLayersContent() |
Will tell if the landscape proxy as some content related to the layer system |
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Import ( |
Import the given Height/Weight data into this landscape |
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InitializeLayerWithEmptyContent ( |
Initialize Layer with empty content if it hasn't been initialized yet. |
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InitializeProxyLayersWeightmapUsage() |
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InvalidateGeneratedComponentData ( |
Invalidate the precomputed grass and baked texture data for the specified components |
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InvalidateGeneratedComponentData ( |
Invalidate the precomputed grass and baked texture data for the specified components |
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InvalidateGeneratedComponentData ( |
Invalidate the precomputed grass and baked texture data on all components |
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LandscapeActorToWorld() |
Get the LandcapeActor-to-world transform with respect to landscape section offset |
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LandscapeExportHeightmapToRenderTarget ( |
Output a landscape heightmap to a render target |
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LandscapeExportWeightmapToRenderTarget ( |
Output a landscape weightmap to a render target Only works in the editor |
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LandscapeImportHeightmapFromRenderTarget ( |
Overwrites a landscape heightmap with render target data |
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LandscapeImportWeightmapFromRenderTarget ( |
Overwrites a landscape weightmap with render target data Only works in the editor |
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OnFeatureLevelChanged ( |
Editor notification when changing feature level |
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FLandscapeMa... |
OnMaterialChangedDelegate() |
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RecreateCollisionComponents() |
Recreate all collision components based on render component |
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RecreateComponentsRenderState ( |
Recreate all component rendering states after applying a given function to each |
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RecreateComponentsState() |
Recreate all components rendering and collision states |
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RemoveAllExclusionBoxes() |
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RemoveExclusionBox ( |
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RemoveInvalidWeightmaps() |
Remove Invalid weightmaps. |
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RemoveObsoleteLayers |
Remove Layers not found in InExistingLayers |
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RemoveOverlappingComponent ( |
Remove an overlapping component. Called from MapCheck. |
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RemoveXYOffsets() |
Remove all XYOffset values |
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RenderGrassMaps ( |
Render grass maps for the specified components |
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SampleRTData ( |
Samples an array of values from a Texture Render Target 2D. Only works in the editor |
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SetAbsoluteSectionBase ( |
Set landscape absolute location in section space |
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SetGrassUpdateInterval ( |
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SetLandscapeGuid ( |
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SetLandscapeMaterialScalarParameterValue ( |
Set a MID scalar (float) parameter value for all landscape components. |
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SetLandscapeMaterialTextureParameterValue |
Set an MID texture parameter value for all landscape components. |
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SetLandscapeMaterialVectorParameterValue ( |
Set an MID vector parameter value for all landscape components. |
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ShouldTickGrass() |
Per-frame call to update dynamic grass placement and render grassmaps |
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TickGrass |
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UpdateAllComponentMaterialInstances() |
Update the material instances for all the landscape components |
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UpdateAllComponentMaterialInstances ( |
Update the material instances for all the landscape components |
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UpdateBakedTextures() |
Update any textures baked from the landscape as necessary |
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UpdateCachedHasLayersContent ( |
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UpdateGrass |
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UpdateGrass |
Update Grass |
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UpdateGrassData ( |
Update Grass maps |
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UpdatePhysicalMaterialTasks() |
Update the landscape physical material render tasks |
Name | Description | ||
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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EditorApplyMirror |
Called by MirrorActors to perform a mirroring operation on the actor |
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EditorApplyScale |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
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IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations |
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PostEditMove ( |
Called after an actor has been moved in the editor |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. |
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ShouldExport() |
Called before editor copy, true allow export |
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ShouldImport |
Called before editor paste, true allow import |
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UnregisterAllComponents ( |
Unregister all currently registered components |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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FinishDestroy() |
Called to finish destroying the object. |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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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 |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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FLandscapeMaterialChangedDelegate |
Name |
Description |
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GrassUpdateInterval |
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LandscapeProxies |
Maintain list of Proxies for faster iteration |
TotalComponentsNeedingGrassMapRender |
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TotalComponentsNeedingTextureBaking |
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TotalTexturesToStreamForVisibleGrassMapRender |
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VisibilityLayer |
Name | Description | ||
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EditorCachedLayerInfos_DEPRECATED |
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float |
LODDistanceFactor_DEPRECATED |
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TEnumAsByte< EL... |
LODFalloff_DEPRECATED |