ULandscapeSplineSegment

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULandscapeSplineSegment

References

Module

Landscape

Header

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

Include

#include "LandscapeSplineSegment.h"

Syntax

class ULandscapeSplineSegment : public UObject

Variables

Name Description

Public variable

uint32: 1

 

bCastShadow

Whether the Spline Meshes should cast a shadow.

Public variable

uint32: 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 spline meshes should be placed in landscape proxy streaming levels (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 TODO: This field does not have proper Slate customization.

Public variable

FLandscapeSplin...

 

Connections

Directly editable 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.

Protected variable

TArray< TSoftOb...

 

ForeignWorlds

World references for mesh components stored in other streaming levels

Public variable

FName

 

LayerName

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

Public variable

float

 

LDMaxDrawDistance

Max draw distance for all the mesh pieces used in this spline

Protected variable

TArray< TObject...

 

LocalMeshComponents

Spline meshes

Protected variable

FGuid

 

ModificationKey

Key for tracking whether this segment has been modified relative to the mesh components stored in other streaming levels

Protected variable

TArray< FLandsc...

 

Points

Spline points

Public variable

int32

 

RandomSeed

Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.

Public variable

TArray< TObject...

 

RuntimeVirtualTextures

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

Protected variable

FInterpCurveVec...

 

SplineInfo

Procedural data:

Public variable

TArray< FLandsc...

 

SplineMeshes

Spline meshes from this list are used in random order along the spline.

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.

Constructors

Name Description

Public function

ULandscapeSplineSegment

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AutoFlipTangents()

Public function Virtual

void

 

DeleteSplinePoints()

Public function Virtual

void

 

FindNearest

(
    const FVector& InLocation,
    float& t,
    FVector& OutLocation,
    FVector& OutTangent
)

Public function Const

const FBox &

 

GetBounds()

Public function

TMap< ULands...

 

GetForeignMeshComponents()

Public function Const

const TArray...

 

GetForeignWorlds()

Public function Const

TArray< USpl...

 

GetLocalMeshComponents()

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 Const

bool

 

SupportsForeignSplineMesh()

Public function

void

 

UpdateSplineEditorMesh()

Public function Virtual

void

 

UpdateSplinePoints

(
    bool bUpdateCollision,
    bool bUpdateMeshLevel
)

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.

Protected function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

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