ULandscapeMeshCollisionComponent

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MacOS
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Inheritance Hierarchy

References

Module

Landscape

Header

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

Include

#include "LandscapeMeshCollisionComponent.h"

Syntax

class ULandscapeMeshCollisionComponent : public ULandscapeHeightfieldCollisionComponent

Variables

Name Description

Public variable

FWordBulkData

 

CollisionXYOffsetData

The collision mesh values.

Public variable

FGuid

 

MeshGuid

Guid used to share PhysX heightfield objects in the editor

Public variable

TRefCountPtr< s...

 

MeshRef

Physics engine version of heightfield data.

Constructors

Name Description

Public function

ULandscapeMeshCollisionComponent

(
    const FObjectInitializer& ObjectIn...
)

Overridden from ULandscapeHeightfieldCollisionComponent

Name Description

Public function Virtual Const

uint32

 

ComputeCollisionHash()

Computes a hash of all the data that will impact final collision

Public function Virtual Const

bool

 

CookCollisionData

(
    const FName& Format,
    bool bUseOnlyDefMaterial,
    bool bCheckDDC,
    TArray< uint8 >& OutCookedData,
    TArray< UPhysicalMaterial* >&...
)

Cooks raw height data into collision object binary stream

Public function Virtual

void

 

CreateCollisionObject()

Creates collision object from a cooked collision data

Public function Virtual

bool

 

RecreateCollision()

Recreate heightfield and restart physics

Overridden from UPrimitiveComponent

Name Description

Public function Virtual Const

bool

 

DoCustomNavigableGeometryExport

(
    FNavigableGeometryExport& GeomExpo...
)

Collects custom navigable geometry of component.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

ApplyWorldOffset

(
    const FVector& InOffset,
    bool bWorldShift
)

Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

Public function Virtual

void

 

DestroyComponent

(
    bool bPromoteChildren
)

Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

Protected function Virtual

void

 

OnCreatePhysicsState()

Used to create any physics engine information for this component

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

ExportCustomProperties

(
    FOutputDevice& Out,
    uint32 Indent
)

Exports the property values for the specified object as text to the output device.

Public function Virtual

void

 

ImportCustomProperties

(
    const TCHAR* SourceText,
    FFeedbackContext* Warn
)

Exports the property values for the specified object as text to the output device.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Classes

Name

Description

Public struct

FPhysXMeshRef

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