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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Foliage/Public/InstancedFoliageActor.h |
Include |
#include "InstancedFoliageActor.h" |
class AInstancedFoliageActor : public AISMPartitionActor
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InstanceBaseCache |
Cross level references cache for instances base. |
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AInstancedFoliageActor ( |
Name | Description | ||
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TUniqueObj< ... |
AddFoliageInfo ( |
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TUniqueObj< ... |
AddFoliageInfo ( |
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UFoliageType... |
AddFoliageType ( |
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AddInstances ( |
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FFoliageInfo... |
AddMesh ( |
Add a new static mesh. |
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FFoliageInfo... |
AddMesh ( |
Add a new static mesh. |
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AddReferencedObjects ( |
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ApplySelection ( |
Propagate the selected instances to the actual foliage implementation. |
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CanEditFoliageInstance ( |
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CanMoveFoliageInstance ( |
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CheckCollisionWithWorld ( |
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CleanupDeletedFoliageType() |
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ContainsInstancesFromProceduralFoliageComponent ( |
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DeleteFoliageInstances ( |
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DeleteInstancesForComponent ( |
Deletes the instances attached to a component. |
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DeleteInstancesForComponent ( |
Deletes the instances attached to a component, traverses all foliage actors in the world. |
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DeleteInstancesForComponent ( |
Deletes the instances attached to a component. |
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DeleteInstancesForProceduralFoliageComponent ( |
Deletes the instances spawned by a procedural component. |
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DetectFoliageTypeChangeAndUpdate() |
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DuplicateFoliageInstances ( |
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EnterEditMode() |
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ExitEditMode() |
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const UFolia... |
FindFoliageType ( |
Returns FoliageType associated to this FoliageInfo. |
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FFoliageInfo... |
FindFoliageTypeOfClass |
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FFoliageInfo... |
FindInfo ( |
Finds a mesh entry. |
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const FFolia... |
FindInfo ( |
Finds a mesh entry. |
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FFoliageInfo... |
FindOrAddMesh ( |
Finds a mesh entry or adds it if it doesn't already exist. |
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FoliageTrace ( |
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ForEachFoliageInfo ( |
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AInstancedFo... |
Get |
Get the instanced foliage actor for the specified params |
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GetAllFoliageTypesForSource ( |
Performs a reverse lookup from a source object to all the foliage types that are currently using that object (includes assets and blueprint classes) |
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GetAllInstancesFoliageType() |
Will return all the foliage type used. |
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UActorCompon... |
GetBaseComponentFromBaseId ( |
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AInstancedFo... |
GetDefault ( |
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const TMap< ... |
GetFoliageInfos() |
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GetFoliageInstanceTransform ( |
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UFoliageType... |
GetFoliageTypeForInfo ( |
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AInstancedFo... |
GetInstancedFoliageActorForCurrentLevel |
Get the instanced foliage actor for the current streaming level. |
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AInstancedFo... |
GetInstancedFoliageActorForLevel |
Get the instanced foliage actor for the specified streaming level. |
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GetInstancesForComponent ( |
Returns a map of Static Meshes and their placed instances attached to a component. |
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UFoliageType... |
GetLocalFoliageTypeForSource ( |
Performs a reverse lookup from a source object to a local foliage type (i.e. the foliage type owned exclusively by this IFA) |
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GetOverlappingBoxCount ( |
Finds the number of instances overlapping with the box. |
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GetOverlappingBoxTransforms ( |
Finds all instances in the provided box and get their transforms. |
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GetOverlappingMeshCounts ( |
Perf Warnin: potentially slow! Dev-only use recommended. |
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GetOverlappingSphereCount ( |
Finds the number of instances overlapping with the sphere. |
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GetSelectedInstancesFoliageType() |
Will return all the foliage type used by currently selected instances. |
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GetSelectionBoundingBox() |
Get the bounds of all selected instances. |
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GetSelectionLocation ( |
Returns the location for the widget. |
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HandleFoliageInstancePostMove ( |
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HandleFoliageInstancePreMove ( |
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HasFoliageAttached ( |
Whether there any foliage instances painted on specified component |
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HasSelectedInstances() |
Whether actor has selected instances. |
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MapRebuild() |
Called in response to BSP rebuilds to migrate foliage from obsolete to new components. |
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MoveAllInstancesToLevel ( |
Move all instances to a foliage actor in target level. |
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MoveInstancesForComponentToCurrentLevel ( |
Moves instances based on the specified component to the current streaming level. |
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MoveInstancesForComponentToLevel ( |
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MoveInstancesForMovedComponent ( |
Move instances based on a component that has just been moved. |
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MoveInstancesForMovedOwnedActors ( |
Move instances that are owned by foliage actor. |
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MoveInstancesToLevel ( |
Move instances to a foliage actor in target level. |
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MoveInstancesToNewComponent ( |
Change all instances based on one component to a new component (possible in another level). |
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MoveInstancesToNewComponent ( |
Change all instances based on one component to a new component (possible in another level). |
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MoveInstancesToNewComponent ( |
Change all instances based on one component to a new component (possible in another level). |
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MoveInstancesToNewComponent ( |
Change all instances based on one component to a new component (possible in another level). |
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MoveSelectedInstancesToLevel ( |
Move selected instances to a foliage actor in target level. |
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NotifyFoliageInstanceMovementEnded ( |
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NotifyFoliageInstanceMovementOngoing ( |
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NotifyFoliageInstanceMovementStarted ( |
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NotifyFoliageInstanceSelectionChanged ( |
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NotifyFoliageTypeChanged ( |
Called to notify InstancedFoliageActor that a UFoliageType has been modified |
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NotifyFoliageTypeWillChange ( |
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FOnFoliageTy... |
OnFoliageTypeMeshChanged() |
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RemoveAllInstances ( |
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RemoveBaseComponentOnFoliageTypeInstances ( |
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RemoveFoliageInfoAndCopyValue ( |
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RemoveFoliageType ( |
Remove the FoliageType from the list, and all its instances. |
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RepairDuplicateIFA ( |
Fix up a duplicate IFA |
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SelectInstance ( |
Select an individual instance. |
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SelectInstance |
Select an individual instance. |
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SetFoliageInstanceTransform ( |
Name | Description | ||
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GetDefaultGridSize ( |
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ShouldIncludeGridSizeInName ( |
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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float |
InternalTakeRadialDamage ( |
Default InternalTakeRadialDamage behavior finds and scales damage for the closest component which isn't appropriate for foliage. |
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IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations |
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RerunConstructionScripts() |
We don't want to have our components automatically destroyed by the Blueprint code |
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ShouldExport() |
Called before editor copy, true allow export |
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ShouldImport |
Called before editor paste, true allow import |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditUndo() |
Called before applying a transaction to the object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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ISMInstanceM... |
GetSMInstanceManager ( |
Attempt to get the instance manager associated with the given static mesh instance, if any. |
Name |
Description |
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FOnFoliageTypeMeshChanged |
Name |
Description |
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FOnInstanceCoundChanged |
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FOnSelectionChanged |
Delegate type for selection change events. |
Name |
Description |
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InstanceCountChanged |
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SelectionChanged |