ALandscapeSplineActor

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Inheritance Hierarchy

References

Module

Landscape

Header

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

Include

#include "LandscapeSplineActor.h"

Syntax

class ALandscapeSplineActor :
    public AActor,
    public ILandscapeSplineInterface

Variables

Name Description

Protected variable

FGuid

 

LandscapeGuid

Guid for LandscapeInfo

Constructors

Name Description

Public function

ALandscapeSplineActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

CreateSplineComponent()

Interface existes for backward compatibility. Should already be created since its this actor's root component.

Public function Virtual

void

 

CreateSplineComponent

(
    const FVector& Scale3D
)

Public function

void

 

GetSharedProperties

(
    ULandscapeInfo* InLandscapeInf...
)

Public function

void

 

SetLandscapeGuid

(
    const FGuid& Guid
)

Overridden from AActor

Name Description

Public function Virtual Const

bool

 

CanChangeIsSpatiallyLoadedFlag()

Returns true if this actor allows changing the spatially loaded flag.

Public function Virtual Const

TUniquePtr< ...

 

CreateClassActorDesc()

Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual Const

bool

 

EditorCanAttachTo

(
    const AActor* InParent,
    FText& OutReason
)

Returns true if this actor is allowed to be attached to the given actor

Public function Virtual Const

AActor *

 

GetSceneOutlinerParent()

Returns the actor attachement parent that should be used in editor

Public function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

UnregisterAllComponents

(
    bool bForReregister
)

Unregister all currently registered components

Overridden from ILandscapeSplineInterface