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Module |
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Header |
/Engine/Source/Runtime/Foliage/Public/FoliageType.h |
Include |
#include "FoliageType.h" |
class UFoliageType : public UObject
Name | Description | ||
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float |
AlignMaxAngle |
The maximum angle in degrees that foliage instances will be adjusted away from the vertical |
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uint32: 1 |
AlignToNormal |
Whether foliage instances should have their angle adjusted away from vertical to match the normal of the surface they're painted on If AlignToNormal is enabled and RandomYaw is disabled, the instance will be rotated so that the +X axis points down-slope |
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uint32: 1 |
AverageNormal |
Whether the normal should be averaged on a number of samples around the hit location |
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AverageNormalSampleCount |
Line trace count to use around hit location when averaging normal |
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uint32: 1 |
AverageNormalSingleComponent |
Average Normal should use all hit components or only the original hit component |
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float |
AverageSpreadDistance |
The average distance between the spreading instance and its seeds. |
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uint32: 1 |
bAffectDistanceFieldLighting |
Controls whether the primitive should affect dynamic distance field lighting methods. |
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uint32: 1 |
bAffectDynamicIndirectLighting |
Controls whether the foliage should inject light into the Light Propagation Volume. |
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bCanGrowInShade |
If true, seeds of this type will ignore shade radius during overlap tests with other types. |
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uint8: 1 |
bCastContactShadow |
Whether the object should cast contact shadows. This flag is only used if CastShadow is true. |
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uint32: 1 |
bCastDynamicShadow |
Controls whether the foliage should cast shadows in the case of non precomputed shadowing. |
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uint32: 1 |
bCastShadowAsTwoSided |
Whether this foliage should cast dynamic shadows as if it were a two sided material. |
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uint32: 1 |
bCastStaticShadow |
Whether the foliage should cast a static shadow from shadow casting lights. |
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uint32: 1 |
bEnableDensityScaling |
Whether this foliage type should be affected by the Engine Scalability system's Foliage scalability setting. |
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uint32: 1 |
bEnableDiscardOnLoad |
Whether this foliage type should be discarded when CVarFoliageDiscardDataOnLoad is enabled. |
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uint8: 1 |
bEvaluateWorldPositionOffset |
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uint32: 1 |
bIncludeInHLOD |
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BodyInstance |
Custom collision for foliage |
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uint32: 1 |
bOverrideLightMapRes |
Whether to override the lightmap resolution defined in the static mesh. |
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uint32: 1 |
bReceivesDecals |
Whether the foliage receives decals. |
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uint32: 1 |
bRenderCustomDepth |
If true, the foliage will be rendered in the CustomDepth pass (usually used for outlines) |
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bSingleInstanceModeOverrideRadius |
Option to override radius used to detect collision with other instances when painting in single instance mode |
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bSpawnsInShade |
Whether new seeds are spawned exclusively in shade. |
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uint32: 1 |
bUseAsOccluder |
If enabled, foliage will render a pre-pass which allows it to occlude other primitives, and also allows it to correctly receive DBuffer decals. |
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uint8: 1 |
bVisibleInRayTracing |
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uint32: 1 |
CastShadow |
Controls whether the foliage should cast a shadow or not. |
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ChangeCount |
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float |
CollisionRadius |
The CollisionRadius determines when two instances overlap. |
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CollisionScale |
The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check |
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uint32: 1 |
CollisionWithWorld |
If checked, an overlap test with existing world geometry is performed before each instance is placed |
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CullDistance |
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. |
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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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TEnumAsByte< EH... |
CustomNavigableGeometry |
Force navmesh |
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float |
Density |
Foliage instances will be placed at this density, specified in instances per 1000x1000 unit area |
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float |
DensityAdjustmentFactor |
The factor by which to adjust the density of instances. |
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DensityFalloff |
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DistributionSeed |
The seed that determines placement of initial seeds. |
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ExclusionLandscapeLayers |
If layer names are specified, painting on landscape will exclude the foliage to areas of landscape without the specified layers painted |
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GroundSlopeAngle |
Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal |
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Height |
The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values |
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HiddenEditorViews |
Bitflag to represent in which editor views this foliage mesh is hidden. |
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float |
InitialSeedDensity |
Specifies the number of seeds to populate along 10 meters. |
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uint32: 1 |
IsSelected |
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LandscapeLayers |
If layer names are specified, painting on landscape will limit the foliage to areas of landscape with the specified layers painted |
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LightingChannels |
Lighting channels that placed foliage will be assigned. |
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LightmapType |
Controls the type of lightmap used for this component. |
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LowBoundOriginRadius |
X, Y is origin position and Z is radius... |
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float |
MaxAge |
Specifies the oldest a seed can be. |
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float |
MaxInitialAge |
Allows a new seed to be older than 0 when created. |
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float |
MaxInitialSeedOffset |
The seed that determines placement of initial seeds. |
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MeshBounds |
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float |
MinimumExclusionLayerWeight |
Specifies the minimum value above which the landscape exclusion layer weight value must be, in order for foliage instances to be excluded in a specific area |
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float |
MinimumLayerWeight |
Specifies the minimum value above which the landscape layer weight value must be, in order for foliage instances to be placed in a specific area |
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TEnumAsByte< EC... |
Mobility |
Mobility property to apply to foliage components |
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NumSteps |
The number of times we age the species and spread its seeds. |
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float |
OverlapPriority |
When two instances overlap we must determine which instance to remove. |
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OverriddenLightMapRes |
Overrides the lightmap resolution defined in the static mesh |
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ProceduralScale |
The scale range of this type when being procedurally generated. Configured with the Scale Curve. |
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float |
Radius |
The minimum distance between foliage instances |
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float |
RandomPitchAngle |
A random pitch adjustment can be applied to each instance, up to the specified angle in degrees, from the original vertical |
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uint32: 1 |
RandomYaw |
If selected, foliage instances will have a random yaw rotation around their vertical axis applied |
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uint32: 1 |
ReapplyAlignToNormal |
If checked, foliage instances will have their normal alignment adjusted by the Reapply tool |
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uint32: 1 |
ReapplyCollisionWithWorld |
If checked, foliage instances will have an overlap test with the world reapplied, and overlapping instances will be removed by the Reapply tool |
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uint32: 1 |
ReapplyDensity |
If checked, the density of foliage instances already placed will be adjusted by the density adjustment factor. |
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uint32: 1 |
ReapplyGroundSlope |
If checked, foliage instances not meeting the ground slope condition will be removed by the Reapply too |
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uint32: 1 |
ReapplyHeight |
If checked, foliage instances not meeting the valid Z height condition will be removed by the Reapply tool |
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uint32: 1 |
ReapplyLandscapeLayers |
If checked, foliage instances painted on areas that do not have the appropriate landscape layer painted will be removed by the Reapply tool |
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uint32: 1 |
ReapplyRadius |
If checked, foliage instances not meeting the new Radius constraint will be removed |
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uint32: 1 |
ReapplyRandomPitchAngle |
If checked, foliage instances will have their pitch adjusted by the Reapply tool |
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uint32: 1 |
ReapplyRandomYaw |
If checked, foliage instances will have their yaw adjusted by the Reapply tool |
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uint32: 1 |
ReapplyScaleX |
If checked, foliage instances will have their X scale adjusted by the Reapply tool |
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uint32: 1 |
ReapplyScaleY |
If checked, foliage instances will have their Y scale adjusted by the Reapply tool |
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uint32: 1 |
ReapplyScaleZ |
If checked, foliage instances will have their Z scale adjusted by the Reapply tool |
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uint32: 1 |
ReapplyScaling |
If checked, foliage instances will have their scale adjusted to fit the specified scaling behavior by the Reapply tool |
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uint32: 1 |
ReapplyVertexColorMask |
If checked, foliage instances no longer matching the vertex color constraint will be removed by the Reapply too |
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uint32: 1 |
ReapplyZOffset |
If checked, foliage instances will have their Z offset adjusted by the Reapply tool |
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RuntimeVirtualTextures |
Array of runtime virtual textures into which we draw the instances. |
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ScaleCurve |
Instance scale factor as a function of normalized age (i.e. Current Age / Max Age). |
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ScaleX |
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's X Scale property |
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ScaleY |
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Y Scale property |
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ScaleZ |
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Z Scale property |
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Scaling |
Specifies foliage instance scaling behavior when painting. |
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SeedsPerStep |
The number of seeds an instance will spread in a single step of the simulation. |
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float |
ShadeRadius |
The ShadeRadius determines when two instances overlap. |
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float |
SingleInstanceModeRadius |
The radius used in single instance mode to detect collision with other instances |
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float |
SpreadVariance |
Specifies how much seed distance varies from the average. |
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TranslucencySortPriority |
Translucent objects with a lower sort priority draw behind objects with a higher priority. |
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UpdateGuid |
A GUID that is updated every time the foliage type is modified, so foliage placed in the level can detect the FoliageType has changed. |
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VertexColorMaskByChannel |
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VirtualTextureCullMips |
Number of lower mips in the runtime virtual texture to skip for rendering this primitive. |
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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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ZOffset |
Specifies a range from minimum to maximum of the offset to apply to a foliage instance's Z location |
Name | Description | |
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UFoliageType ( |
Name | Description | ||
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GetDisplayFName() |
Nice and clean name for user interface |
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float |
GetInitAge ( |
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float |
GetMaxRadius() |
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float |
GetNextAge ( |
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float |
GetRadius ( |
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GetRandomScale() |
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float |
GetScaleForAge ( |
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float |
GetSeedDensitySquared() |
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UObject *... |
GetSource() |
Gets/Sets the source data associated with this FoliageType |
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GetSpawnsInShade() |
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IsFoliageReallocationRequiredForPropertyChange ( |
Lets subclasses decide if the InstancedFoliageActor should reallocate its instances if the specified property change event occurs |
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IsNotAssetOrBlueprint() |
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IsSourcePropertyChange ( |
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OnHiddenEditorViewMaskChanged ( |
Notifies all relevant foliage actors that HiddenEditorView mask has been changed |
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SetSource ( |
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UpdateBounds() |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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uint32: 1 |
bEnableStaticLighting_DEPRECATED |
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LandscapeLayer_DEPRECATED |
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TEnumAsByte< en... |
VertexColorMask_DEPRECATED |
When painting on static meshes, foliage instance placement can be limited to areas where the static mesh has values in the selected vertex color channel(s). |
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uint32: 1 |
VertexColorMaskInvert_DEPRECATED |
When unchecked, foliage instances will be placed only when the vertex color in the specified channel(s) is above the threshold amount. |
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float |
VertexColorMaskThreshold_DEPRECATED |
Specifies the threshold value above which the static mesh vertex color value must be, in order for foliage instances to be placed in a specific area |