ULandscapeSplinesComponent

[ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent).

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Inheritance Hierarchy

References

Module

Landscape

Header

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

Include

#include "LandscapeSplinesComponent.h"

Syntax

class ULandscapeSplinesComponent : public UPrimitiveComponent

Remarks

Variables

Name Description

Public variable

uint32: 1

 

bShowSplineEditorMesh

Whether we are in-editor and showing spline editor meshes

Protected variable

TArray< TObject...

 

ControlPoints

Public variable

TObjectPtr< UTe...

 

ControlPointSprite

Sprite used to draw control points

Protected variable

TArray< TObject...

 

CookedForeignMeshComponents

References to components owned by landscape splines in other levels for cooked build (uncooked keeps references via ForeignWorldSplineDataMap)

Protected variable

TMap< TSoftObje...

 

ForeignWorldSplineDataMap

Serialized.

Protected variable

TMap< UMeshComp...

 

MeshComponentForeignOwnersMap

Protected variable

TMap< UMeshComp...

 

MeshComponentLocalOwnersMap

Transient - rebuilt on load.

Protected variable

TArray< TObject...

 

Segments

Public variable

FColor

 

SplineColor

Color to use to draw the splines

Public variable

TObjectPtr< USt...

 

SplineEditorMesh

Mesh used to draw splines that have no mesh

Public variable

float

 

SplineResolution

Resolution of the spline, in distance per point

Constructors

Name Description

Public function

ULandscapeSplinesComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AddForeignMeshComponent

(
    ULandscapeSplineSegment* Owner,
    USplineMeshComponent* Componen...
)

Public function Virtual

void

 

AddForeignMeshComponent

Public function

void

 

AutoFixMeshComponentErrors

(
    UWorld* OtherWorld
)

Public function

void

 

CheckSplinesValid()

Public function Virtual

void

 

DestroyOrphanedForeignControlPointMeshComponents

(
    UWorld* OwnerWorld
)

Public function Virtual

void

 

DestroyOrphanedForeignSplineMeshComponents

(
    UWorld* OwnerWorld
)

Public function

void

 

DestroyUnreferencedForeignMeshComponents()

Public function

void

 

ForEachControlPoint

(
    TFunctionRef< void...
)

Iterates throug a copy of the ControlPoints list.

Public function

void

 

ForEachUnreferencedForeignMeshComponent

(
    TFunctionRef< bool...
)

Public function

TArray< ULan...

 

GetAllStreamingSplinesComponents()

Gathers and returns all currently existing

Public function Virtual

UControlPoin...

 

GetForeignMeshComponent

Public function Virtual

TArray< USpl...

 

GetForeignMeshComponents

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

UObject *...

 

GetOwnerForMeshComponent

(
    const UMeshComponent* SplineMe...
)

Public function

TArray< USpl...

 

GetSplineMeshComponents()

Get a list of spline mesh components representing this landscape spline (Editor only)

Public function

ILandscapeSp...

 

GetSplineOwner()

Public function

ULandscapeSp...

 

GetStreamingSplinesComponentByLocation

(
    const FVector& LocalLocation,
    bool bCreate
)

Returns a suitable ULandscapeSplinesComponent to place streaming meshes into, given a location falls back to "this" if it can't find another suitable, so never returns nullptr

Public function

ULandscapeSp...

 

GetStreamingSplinesComponentForLevel

(
    ULevel* Level,
    bool bCreate
)

Returns the matching ULandscapeSplinesComponent for a given level, can return null

Public function Const

bool

 

HasAnyControlPointsOrSegments()

Public function Const

bool

 

IsUsingEditorMesh

(
    const USplineMeshComponent* Sp...
)

Public function Const

bool

 

IsUsingLayerInfo

(
    const ULandscapeLayerInfoObject...
)

Public function

bool

 

ModifySplines

(
    bool bAlwaysMarkDirty
)

Public function Virtual

void

 

RebuildAllSplines

(
    bool bBuildCollision
)

Rebuilds all spline points and meshes for all spline control points and segments in this splines component

Public function Virtual

void

 

RemoveAllForeignMeshComponents

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

void

 

RemoveForeignMeshComponent

Public function Virtual

void

 

RemoveForeignMeshComponent

(
    ULandscapeSplineSegment* Owner,
    USplineMeshComponent* Componen...
)

Public function

void

 

RequestSplineLayerUpdate()

Public function

void

 

SetDefaultEditorSplineMesh()

Public function Virtual

void

 

ShowSplineEditorMesh

(
    bool bShow
)

Public function Virtual

void

 

UpdateModificationKey

(
    ULandscapeSplineSegment* Owner
)

Public function Virtual

void

 

UpdateModificationKey

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

FPrimitiveSc...

 

CreateSceneProxy()

Creates a proxy to represent the primitive to the scene manager in the rendering thread.

Overridden from USceneComponent

Name Description

Public function Virtual Const

FBoxSphereBo...

 

CalcBounds

(
    const FTransform& LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

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.