UProceduralFoliageComponent

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Inheritance Hierarchy

References

Module

Foliage

Header

/Engine/Source/Runtime/Foliage/Public/ProceduralFoliageComponent.h

Include

#include "ProceduralFoliageComponent.h"

Syntax

class UProceduralFoliageComponent : public UActorComponent

Variables

Name Description

Public variable

bool

 

bAllowBSP

Whether to place foliage on BSP

Public variable

bool

 

bAllowFoliage

Whether to place foliage on other blocking foliage geometry

Public variable

bool

 

bAllowLandscape

Whether to place foliage on landscape

Public variable

bool

 

bAllowStaticMesh

Whether to place foliage on StaticMesh

Public variable

bool

 

bAllowTranslucent

Whether to place foliage on translucent geometry

Public variable

bool

 

bShowDebugTiles

Whether to visualize the tiles used for the foliage spawner simulation

Public variable

FActorDataLayer

 

DataLayer

Data Layer to assign to foliage actors generated by foliage spawner simulation

Public variable

TObjectPtr< UPr...

 

FoliageSpawner

The procedural foliage spawner used to generate foliage instances within this volume.

Public variable

float

 

TileOverlap

The amount of overlap between simulation tiles (in cm).

Constructors

Name Description

Public function

UProceduralFoliageComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

bool

 

GenerateProceduralContent

(
    TArray< FDesiredFoliageInstance >&...
)

Runs the procedural foliage simulation to generate a list of desired instances to spawn.

Public function Virtual Const

FBox

 

GetBounds()

Public function Const

FBodyInstanc...

 

GetBoundsBodyInstance()

Public function Const

const FGuid ...

 

GetProceduralGuid()

Public function Const

void

 

GetTileLayout

(
    FTileLayout& OutTileLayout
)

Determines the basic layout of the tiles used in the simulation

Public function Const

FVector

 

GetWorldPosition()

Public function

bool

 

HasSpawnedAnyInstances()

Public function

void

 

RemoveProceduralContent

(
    bool InRebuildTree
)

Removes all spawned foliage instances in the level that were spawned by this component

Public function

bool

 

ResimulateProceduralFoliage

(
    TFunctionRef< void< FD...
)

Runs the procedural foliage simulation, removes the old result, creates instances with the new result

Public function

void

 

SetSpawningVolume

(
    AVolume* InSpawningVolume
)

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

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