Unreal Engine 4 Documentation > Unreal Engine API Reference > Runtime > Landscape > ULandscapeHeightfieldCollisionComponent

ULandscapeHeightfieldCollisionComponent

Inheritance Hierarchy

Syntax

class ULandscapeHeightfieldCollisionComponent : public UPrimitiveComponent

Remarks

WITH_PHYSX.

Functions

Name Description

Public function Virtual

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

ULandscapeIn...

 

GetLandscapeInfo()

Gets the landscape info object for this landscape

Public function

LANDSCAPE_AP...

 

GetLandscapeProxy()

Return the landscape actor associated with this component.

Public function

LANDSCAPE_AP...

 

GetSectionBase()

Component section base as FIntPoint

Public function Virtual

LANDSCAPE_AP...

 

RecreateCollision()

Recreate heightfield and restart physics

Public function

LANDSCAPE_AP...

 

SetSectionBase

(
    FIntPoint InSectionBase
)

Public function

LANDSCAPE_AP...

 

SnapFoliageInstances

(
    const FBox & InInstanceBox
)

Called from editor code to manage foliage instances on landscape.

Public function

void

 

SpeculativelyLoadAsyncDDCCollsionData()

We speculatively async load collision object from DDC to remove hitch when streaming

Public function

void

 

UpdateHeightfieldRegion

(
    int32 ComponentX1,
    int32 ComponentY1,
    int32 ComponentX2,
    int32 ComponentY2
)

Modify a sub-region of the PhysX heightfield. Note that this does not update the physical material

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

bool

 

ComponentIsTouchingSelectionBox

(
    const FBox & InSelBBox,
    const FEngineShowFlags & ShowFlags,
    const bool bConsiderOnlyBSP,
    const bool bMustEncompassEntireComp...
)

Determines whether the supplied bounding box intersects with the component.

Public function Virtual

bool

 

ComponentIsTouchingSelectionFrustum

(
    const FConvexVolume & InFrustum,
    const FEngineShowFlags & ShowFlags,
    const bool bConsiderOnlyBSP,
    const bool bMustEncompassEntireComp...
)

Determines whether the supplied frustum intersects with the component.

Public function Virtual

bool

 

DoCustomNavigableGeometryExport

(
    FNavigableGeometryExport & GeomExpo...
)

Collects custom navigable geometry of component.

Overridden from USceneComponent

Name Description

Public function Virtual

FBoxSphereBo ...

 

CalcBounds

(
    const FTransform & LocalToWorld
)

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

Public function Virtual

ECollisionEn ...

 

GetCollisionEnabled()

Returns the form of collision for this component

Public function Virtual

ECollisionCh...

 

GetCollisionObjectType()

Gets the collision object type

Public function Virtual

ECollisionRe...

 

GetCollisionResponseToChannel

(
    ECollisionChannel Channel
)

Gets the response type given a specific channel

Public function Virtual

const FColli ...

 

GetCollisionResponseToChannels()

Return const reference to CollsionResponseContainer

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

 

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.

Public function Virtual

void

 

PostLoad()

WITH_EDITOR.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform * TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Overridden from INavRelevantInterface

Name Description

Public function Virtual

void

 

GatherGeometrySlice

(
    FNavigableGeometryExport & GeomExpo...,
    const FBox & SliceBox
)

This function is called "on demand", whenever that specified piece of geometry is needed for navigation generation

Public function Virtual

ENavDataGath...

 

GetGeometryGatheringMode()

Public function Virtual

void

 

PrepareGeometryExportSync()

Called on Game-thread to give implementer a change to perform actions that require game-thread to run, for example precaching physics data

Public function Virtual

bool

 

SupportsGatheringGeometrySlices()

End UPrimitiveComponent interface.

Enums

Name

Description

Private enum

ECollisionQuadFlags

References

Module

Landscape

Header

Runtime/Landscape/Classes/LandscapeHeightfieldCollisionComponent.h