| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Landscape/Classes/LandscapeSplineControlPoint.h |
Include |
#include "LandscapeSplineControlPoint.h" |
class ULandscapeSplineControlPoint : public UObject
Name | Description | ||
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uint32: 1 |
bCastShadow |
Whether the Control Point Mesh should cast a shadow. |
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uint8: 1 |
bHiddenInGame |
Whether to hide the mesh in game |
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uint32: 1 |
bLowerTerrain |
If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape. |
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uint32: 1 |
bNavDirty |
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BodyInstance |
Mesh Collision Settings |
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Bounds |
Bounds of points |
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uint32: 1 |
bPlaceSplineMeshesInStreamingLevels |
Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false) |
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uint32: 1 |
bRaiseTerrain |
If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape. |
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uint8: 1 |
bRenderCustomDepth |
If true, this component will be rendered in the CustomDepth pass (usually used for outlines) |
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uint32: 1 |
bSelected |
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CollisionProfileName |
Name of the collision profile to use for this spline |
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ConnectedSegments |
Procedural data: |
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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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float |
EndFalloff |
Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored). |
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TSoftObjectPtr<... |
ForeignWorld |
World reference for if mesh component is stored in another streaming level |
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LayerName |
Name of blend layer to paint when applying spline to landscape If "none", no layer is painted |
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float |
LayerWidthRatio |
Layer Width ratio of the spline at this point. |
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float |
LDMaxDrawDistance |
Max draw distance for the mesh used on this control point |
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float |
LeftSideFalloffFactor |
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float |
LeftSideLayerFalloffFactor |
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LocalMeshComponent |
Control point mesh |
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Location |
Directly editable data: |
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MaterialOverrides |
Overrides mesh's materials |
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UStaticMesh ... |
Mesh |
Mesh to use on the control point |
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MeshScale |
Scale of the control point mesh |
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ModificationKey |
Key for tracking whether this segment has been modified relative to the mesh component stored in another streaming level |
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Points |
Spline points |
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float |
RightSideFalloffFactor |
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float |
RightSideLayerFalloffFactor |
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Rotation |
Rotation of tangent vector at this point (in landscape-space) |
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RuntimeVirtualTextures |
Array of runtime virtual textures into which we draw the spline segment. |
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float |
SegmentMeshOffset |
Vertical offset of the spline segment mesh. Useful for a river's surface, among other things. |
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float |
SideFalloff |
Falloff at the sides of the spline at this point. |
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TranslucencySortPriority |
Translucent objects with a lower sort priority draw behind objects with a higher priority. |
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VirtualTextureCullMips |
Number of lower mips in the runtime virtual texture to skip for rendering this primitive. |
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VirtualTextureLodBias |
Lod bias for rendering to runtime virtual texture. |
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float |
VirtualTextureMainPassMaxDrawDistance |
Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. |
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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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float |
Width |
Half-Width of the spline at this point. |
Name | Description | |
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ULandscapeSplineControlPoint ( |
Name | Description | ||
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AutoCalcRotation() |
Calculates rotation from connected segments |
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AutoFlipTangents() |
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AutoSetConnections ( |
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DeleteSplinePoints() |
Delete spline points |
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GetBestConnectionTo ( |
Get the name of the best connection point (socket) to use for a particular destination. |
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const FBox & |
GetBounds() |
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GetConnectionLocalLocationAndRotation |
Get the location and rotation of a connection point (socket) in spline space. |
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GetConnectionLocationAndRotation |
Get the location and rotation of a connection point (socket) in spline space. |
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GetForeignMeshComponents() |
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const TSoftO... |
GetForeignWorld() |
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GetModificationKey() |
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const TArray... |
GetPoints() |
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IsSplineSelected() |
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SetSplineSelected ( |
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UpdateSplinePoints |
Update spline points |
Name | Description | ||
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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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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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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uint32: 1 |
bEnableCollision_DEPRECATED |