ULandscapeSplineControlPoint

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULandscapeSplineControlPoint

References

Module

Landscape

Header

/Engine/Source/Runtime/Landscape/Classes/LandscapeSplineControlPoint.h

Include

#include "LandscapeSplineControlPoint.h"

Syntax

class ULandscapeSplineControlPoint : public UObject

Variables

Name Description

Public variable

uint32: 1

 

bCastShadow

Whether the Control Point Mesh should cast a shadow.

Public variable

uint8: 1

 

bHiddenInGame

Whether to hide the mesh in game

Public variable

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.

Protected variable

uint32: 1

 

bNavDirty

Public variable

FBodyInstance

 

BodyInstance

Mesh Collision Settings

Protected variable

FBox

 

Bounds

Bounds of points

Public variable

uint32: 1

 

bPlaceSplineMeshesInStreamingLevels

Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false)

Public variable

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.

Public variable

uint8: 1

 

bRenderCustomDepth

If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

Protected variable

uint32: 1

 

bSelected

Public variable

FName

 

CollisionProfileName

Name of the collision profile to use for this spline

Public variable

TArray< FLandsc...

 

ConnectedSegments

Procedural data:

Public variable

int32

 

CustomDepthStencilValue

Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

Public variable

ERendererStenci...

 

CustomDepthStencilWriteMask

Mask used for stencil buffer writes.

Public variable

float

 

EndFalloff

Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored).

Protected variable

TSoftObjectPtr<...

 

ForeignWorld

World reference for if mesh component is stored in another streaming level

Public variable

FName

 

LayerName

Name of blend layer to paint when applying spline to landscape If "none", no layer is painted

Public variable

float

 

LayerWidthRatio

Layer Width ratio of the spline at this point.

Public variable

float

 

LDMaxDrawDistance

Max draw distance for the mesh used on this control point

Public variable

float

 

LeftSideFalloffFactor

Public variable

float

 

LeftSideLayerFalloffFactor

Protected variable

UControlPointMe...

 

LocalMeshComponent

Control point mesh

Public variable

FVector

 

Location

Directly editable data:

Public variable

TArray< UMateri...

 

MaterialOverrides

Overrides mesh's materials

Public variable

UStaticMesh ...

 

Mesh

Mesh to use on the control point

Public variable

FVector

 

MeshScale

Scale of the control point mesh

Protected variable

FGuid

 

ModificationKey

Key for tracking whether this segment has been modified relative to the mesh component stored in another streaming level

Protected variable

TArray< FLandsc...

 

Points

Spline points

Public variable

float

 

RightSideFalloffFactor

Public variable

float

 

RightSideLayerFalloffFactor

Public variable

FRotator

 

Rotation

Rotation of tangent vector at this point (in landscape-space)

Public variable

TArray< URuntim...

 

RuntimeVirtualTextures

Array of runtime virtual textures into which we draw the spline segment.

Public variable

float

 

SegmentMeshOffset

Vertical offset of the spline segment mesh. Useful for a river's surface, among other things.

Public variable

float

 

SideFalloff

Falloff at the sides of the spline at this point.

Public variable

int32

 

TranslucencySortPriority

Translucent objects with a lower sort priority draw behind objects with a higher priority.

Public variable

int32

 

VirtualTextureCullMips

Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

Public variable

int32

 

VirtualTextureLodBias

Lod bias for rendering to runtime virtual texture.

Public variable

float

 

VirtualTextureMainPassMaxDrawDistance

Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass.

Public variable

ERuntimeVirtual...

 

VirtualTextureRenderPassType

Controls if this component draws in the main pass as well as in the virtual texture.

Public variable

float

 

Width

Half-Width of the spline at this point.

Constructors

Name Description

Public function

ULandscapeSplineControlPoint

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AutoCalcRotation()

Calculates rotation from connected segments

Public function Virtual

void

 

AutoFlipTangents()

Public function Virtual

void

 

AutoSetConnections

(
    bool bIncludingValid
)

Public function Virtual

void

 

DeleteSplinePoints()

Delete spline points

Public function Virtual Const

FName

 

GetBestConnectionTo

(
    FVector Destination
)

Get the name of the best connection point (socket) to use for a particular destination.

Public function Const

const FBox &

 

GetBounds()

Public function Virtual Const

void

 

GetConnectionLocalLocationAndRotation

(
    FName SocketName,
    OUTFVector& OutLocation,
    OUTFRotator& OutRotation
)

Get the location and rotation of a connection point (socket) in spline space.

Public function Virtual Const

void

 

GetConnectionLocationAndRotation

(
    FName SocketName,
    OUTFVector& OutLocation,
    OUTFRotator& OutRotation
)

Get the location and rotation of a connection point (socket) in spline space.

Public function

TMap< ULands...

 

GetForeignMeshComponents()

Public function Const

const TSoftO...

 

GetForeignWorld()

Public function Const

FGuid

 

GetModificationKey()

Public function Const

const TArray...

 

GetPoints()

Public function Const

bool

 

IsSplineSelected()

Public function Virtual

void

 

SetSplineSelected

(
    bool bInSelected
)

Public function Virtual

void

 

UpdateSplinePoints

(
    bool bUpdateCollision,
    bool bUpdateAttachedSegments,
    bool bUpdateMeshLevel
)

Update spline points

Overridden from UObject

Name Description

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

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

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

uint32: 1

 

bEnableCollision_DEPRECATED

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