ULidarPointCloudComponent

Component that allows you to render specified point cloud section

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

LidarPointCloudRuntime

Header

/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudComponent.h

Include

#include "LidarPointCloudComponent.h"

Syntax

UCLASS (ClassGroup=Rendering, ShowCategories=(Rendering),
       HideCategories=(Object, LOD, Physics, Activation, Materials, Cooking, Input, HLOD, Mobile),
       Meta=(BlueprintSpawnableComponent))
class ULidarPointCloudComponent : public UMeshComponent

Remarks

Component that allows you to render specified point cloud section

Variables

Name Description

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

bool

 

bDrawNodeBounds

Enabling this will cause the visible nodes to render their bounds.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TMap < int32 , FL ...

 

ClassificationColors

Used with the Classification source. Maps the given classification ID to a color.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ELidarPointClou ...

 

ColorSource

Specifies which source to use for point colors.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FLinearColor

 

ColorTint

Specifies the tint to apply to the points.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Contrast

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

FLinearColor

 

ElevationColorBottom

Specifies the bottom color of the elevation-based gradient.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

FLinearColor

 

ElevationColorTop

Specifies the top color of the elevation-based gradient.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Gain

Affects the emissive strength of the color. Useful to create Bloom and light bleed effects.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Gamma

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

IntensityInfluence

Specifies the influence of Intensity data, if available, on the overall color.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay BlueprintReadWrite

int32

 

MaxDepth

Maximum Depth to which the nodes should be rendered. -1 to disable.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

int32

 

MinDepth

Minimum Depth from which the nodes should be rendered. 0 to disable.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

MinScreenSize

Determines the minimum screen size for the node to be rendered.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Offset

Applied additively, 0 being neutral.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ELidarPointClou ...

 

PointShape

Affects the shape of points.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

PointSize

Use to tweak the size of the points. Set to 0 to switch to 1 pixel points.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite

float

 

PointSizeBias

Larger values will help mask LOD transition areas, but too large values will lead to loss of detail.

Public variable UProperty Category, EditAnywhere, Interp, Meta BlueprintReadWrite

FVector4

 

Saturation

Constructors

Name Description

Public function

ULidarPointCloudComponent()

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToFirstPointByRay

(
    FColor NewColor,
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to the first point hit by the given ray

Public function

void

 

ApplyColorToFirstPointByRay

(
    const FColor & NewColor,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsByRay

(
    FColor NewColor,
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to all points hit by the given ray

Public function

void

 

ApplyColorToPointsByRay

(
    const FColor & NewColor,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsInBox

(
    FColor NewColor,
    FVector Center,
    FVector Extent,
    bool bVisibleOnly
)

Applies the given color to all points within the box

Public function

void

 

ApplyColorToPointsInBox

(
    const FColor & NewColor,
    const FBox & Box,
    const bool & bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyColorToPointsInSphere

(
    FColor NewColor,
    FVector Center,
    float Radius,
    bool bVisibleOnly
)

Applies the given color to all points within the sphere

Public function

void

 

ApplyColorToPointsInSphere

(
    const FColor & NewColor,
    const FSphere & Sphere,
    const bool & bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

ApplyRenderingParameters()

Applies specified rendering parameters (Brightness, Saturation, etc) to the selected material

Public function

void

 

ExecuteActionOnFirstPointByRay

(
    TFunction < void ...,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Executes the provided action on the first point hit by the given ray.

Public function

void

 

ExecuteActionOnPointsByRay

(
    TFunction < void ...,
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Executes the provided action on each of the points hit by the given ray.

Public function

void

 

ExecuteActionOnPointsInBox

(
    TFunction < void ...,
    const FBox & Box,
    const bool & bVisibleOnly
)

Public function

void

 

ExecuteActionOnPointsInBox

(
    TFunction < void ...,
    const FVector & Center,
    const FVector & Extent,
    const bool & bVisibleOnly
)

Executes the provided action on each of the points within the given box.

Public function

void

 

ExecuteActionOnPointsInSphere

(
    TFunction < void ...,
    const FSphere & Sphere,
    const bool & bVisibleOnly
)

Public function

void

 

ExecuteActionOnPointsInSphere

(
    TFunction < void ...,
    const FVector & Center,
    const float& Radius,
    const bool & bVisibleOnly
)

Executes the provided action on each of the points within the given sphere.

Public function Const

TWeakPtr < FV ...

 

GetOwningViewportClient()

Public function Const UFunction BlueprintPure, Category

ULidarPointC ...

 

GetPointCloud()

Public function

void

 

GetPointsInBox

(
    TArray < FLidarPointCloudPoint *...,
    const FBox & Box,
    const bool & bVisibleOnly
)

Public function

void

 

GetPointsInBox

(
    TArray < FLidarPointCloudPoint *...,
    const FVector & Center,
    const FVector & Extent,
    const bool & bVisibleOnly
)

Populates the array with the list of points within the given box.

Public function

void

 

GetPointsInBoxAsCopies

(
    TArray < FLidarPointCloudPoint >& S...,
    const FBox & Box,
    const bool & bVisibleOnly,
    const bool & bReturnWorldSpace
)

Public function UFunction BlueprintCallable, Category

TArray < FLid ...

 

GetPointsInBoxAsCopies

(
    FVector Center,
    FVector Extent,
    bool bVisibleOnly,
    bool bReturnWorldSpace
)

Populates the array with copies of points within the given box.

Public function

void

 

GetPointsInSphere

(
    TArray < FLidarPointCloudPoint *...,
    const FSphere & Sphere,
    const bool & bVisibleOnly
)

Public function

void

 

GetPointsInSphere

(
    TArray < FLidarPointCloudPoint *...,
    const FVector & Center,
    const float& Radius,
    const bool & bVisibleOnly
)

Populates the array with the list of points within the given sphere.

Public function UFunction BlueprintCallable, Category

TArray < FLid ...

 

GetPointsInSphereAsCopies

(
    FVector Center,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace
)

Populates the array with copies of points within the given sphere.

Public function

void

 

GetPointsInSphereAsCopies

(
    TArray < FLidarPointCloudPoint >& S...,
    const FSphere & Sphere,
    const bool & bVisibleOnly,
    const bool & bReturnWorldSpace
)

Public function Const

bool

 

IsOwnedByEditor()

Public function

bool

 

LineTraceMulti

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly,
    TArray < FLidarPointCloudPoint *...
)

Public function

bool

 

LineTraceMulti

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace,
    TArray < FLidarPointCloudPoint >& O...
)

Performs a raycast test against the point cloud.

Public function UFunction BlueprintPure, Category, Meta

bool

 

LineTraceMulti

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly,
    bool bReturnWorldSpace,
    TArray < FLidarPointCloudPoint >& O...
)

Performs a raycast test against the point cloud.

Public function UFunction BlueprintPure, Category, Meta

bool

 

LineTraceSingle

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly,
    FLidarPointCloudPoint & PointHit
)

Performs a raycast test against the point cloud. Returns the pointer if hit or nullptr otherwise.

Public function

FLidarPointC ...

 

LineTraceSingle

(
    FLidarPointCloudRay Ray,
    float Radius,
    bool bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsByRay

(
    FVector Origin,
    FVector Direction,
    float Radius,
    bool bVisibleOnly
)

Removes all points hit by the given ray

Public function

void

 

RemovePointsByRay

(
    FLidarPointCloudRay Ray,
    float Radius,
    const bool & bVisibleOnly
)

Public function

void

 

RemovePointsInBox

(
    const FBox & Box,
    const bool & bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsInBox

(
    FVector Center,
    FVector Extent,
    bool bVisibleOnly
)

Removes all points within the given box

Public function

void

 

RemovePointsInSphere

(
    const FSphere & Sphere,
    const bool & bVisibleOnly
)

Public function UFunction BlueprintCallable, Category

void

 

RemovePointsInSphere

(
    FVector Center,
    float Radius,
    bool bVisibleOnly
)

Removes all points within the given sphere

Public function UFunction BlueprintCallable, Category

void

 

SetPointCloud

(
    ULidarPointCloud * InPointCloud
)

Public function

void

 

SetVisibilityOfFirstPointByRay

(
    bool bNewVisibility,
    FLidarPointCloudRay Ray,
    float Radius
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfFirstPointByRay

(
    bool bNewVisibility,
    FVector Origin,
    FVector Direction,
    float Radius
)

Sets visibility of the first point hit by the given ray.

Public function

void

 

SetVisibilityOfPointsByRay

(
    bool bNewVisibility,
    FLidarPointCloudRay Ray,
    float Radius
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsByRay

(
    bool bNewVisibility,
    FVector Origin,
    FVector Direction,
    float Radius
)

Sets visibility of points hit by the given ray.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetVisibilityOfPointsByRayAsync

(
    bool bNewVisibility,
    FVector Origin,
    FVector Direction,
    float Radius
)

Public function

void

 

SetVisibilityOfPointsInBox

(
    const bool & bNewVisibility,
    const FBox & Box
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsInBox

(
    bool bNewVisibility,
    FVector Center,
    FVector Extent
)

Sets visibility of points within the given box.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetVisibilityOfPointsInBoxAsync

(
    bool bNewVisibility,
    FVector Center,
    FVector Extent
)

Public function

void

 

SetVisibilityOfPointsInSphere

(
    const bool & bNewVisibility,
    const FSphere & Sphere
)

Public function UFunction BlueprintCallable, Category

void

 

SetVisibilityOfPointsInSphere

(
    bool bNewVisibility,
    FVector Center,
    float Radius
)

Sets visibility of points within the given sphere.

Public function UFunction BlueprintCallable, Category, Meta

void

 

SetVisibilityOfPointsInSphereAsync

(
    bool bNewVisibility,
    FVector Center,
    float Radius
)

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

UBodySetup &...

 

GetBodySetup()

Return the BodySetup to use for this PrimitiveComponent (single body case)

Public function Virtual Const

UMaterialInt ...

 

GetMaterial

(
    int32 ElementIndex
)

Returns the material used by the element at the specified index

Public function Virtual Const

int32

 

GetNumMaterials()

Return number of material elements in this primitive

Public function Virtual

void

 

SetMaterial

(
    int32 ElementIndex,
    UMaterialInterface * Material
)

Changes the material applied to an element of the mesh.

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

 

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

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreEditChange

(
    FProperty * PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback