description: Get the LandcapeActor-to-world transform with respect to landscape section offset

code: virtual FTransform LandscapeActorToWorld() const


description: Output a landscape heightmap to a render target

module: Landscape

code: bool LandscapeExportHeightmapToRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, bool InExportHeightIntoRGChannel, bool InExportLandscapeProxies )


description: Overwrites a landscape heightmap with render target data

code: bool LandscapeImportHeightmapFromRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, bool InImportHeightFromRGChannel )


description: Output a landscape weightmap to a render target Only works in the editor

code: bool LandscapeExportWeightmapToRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [FName](API\Runtime\Core\UObject\FName) InLayerName )


description: Overwrites a landscape weightmap with render target data Only works in the editor

code: bool LandscapeImportWeightmapFromRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [FName](API\Runtime\Core\UObject\FName) InLayerName )


className: LandscapeInheritedTag

code: static constexpr TCHAR const * LandscapeInheritedTag = TEXT("LandscapeInherited");


className: LandscapeOverridableTag

code: static constexpr TCHAR const * LandscapeOverridableTag = TEXT("LandscapeOverridable");


className: LandscapeProxies

description: Maintain list of Proxies for faster iteration

code: static [TArray](API\Runtime\Core\Containers\TArray)< [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * > LandscapeProxies;


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Landscape::Nanite::FAsyncBuildData](API\Runtime\Landscape\FAsyncBuildData) > MakeAsyncNaniteBuildData ( int32 InLODToExport, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & ComponentsToExport ) const


className: NaniteComponentMaxSide

code: static constexpr int32 NaniteComponentMaxSide = 8;


className: NaniteMaxComponents

code: static constexpr int32 NaniteMaxComponents = NaniteComponentMaxSide * NaniteComponentMaxSide;


description: Editor notification when changing feature level

code: void OnFeatureLevelChanged ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) NewFeatureLevel )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: 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

code: virtual void PostEditImport()


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Recreate all collision components based on render component

code: void RecreateCollisionComponents()


description: Recreate all component rendering states after applying a given function to each

code: void RecreateComponentsRenderState ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *)> Fn )


description: Recreate all components rendering and collision states

code: void RecreateComponentsState()


description: Unregisters all existing exclusion boxes.

code: static void RemoveAllExclusionBoxes()


description: Unregisters a previously-registered exclusion box. Landscape grass will be able to be spawned again in this area after the operation

code: static void RemoveExclusionBox ( [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) Owner )


description: Remove Invalid weightmaps.

code: void RemoveInvalidWeightmaps()


description:
Remove Layers not found in InExistingLayers
True if some layers were removed.

code: bool RemoveObsoleteLayers ( const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InExistingLayers )


description: Remove all XYOffset values

code: void RemoveXYOffsets()


description: Remove an overlapping component. Called from MapCheck.

code: void RemoveOverlappingComponent ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component )


description: Render grass maps for the specified components

code: void RenderGrassMaps ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & LandscapeComponents, const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeGrassType](API\Runtime\Landscape\ULandscapeGrassType) * > & GrassTypes )


description: Repair invalid texture data that might have been introduced by a faulty version :

code: void RepairInvalidTextures()


description: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


description: Samples an array of values from a Texture Render Target 2D. Only works in the editor

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > SampleRTData ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InRect )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Serialize all hashes/guids that record the current state of this proxy

code: void SerializeStateHashes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set landscape absolute location in section space

code: void SetAbsoluteSectionBase ( FIntPoint SectionOffset )


code: static void SetGrassUpdateInterval ( int32 Interval )


code: void SetLandscapeGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, bool bValidateGuid )


description: Set a MID scalar (float) parameter value for all landscape components.

code: void SetLandscapeMaterialScalarParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Value )


description: Set an MID texture parameter value for all landscape components.

code: void SetLandscapeMaterialTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Value )


description: Set an MID vector parameter value for all landscape components.

code: void SetLandscapeMaterialVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetLODGroupKeyInternal ( uint32 InLODGroupKey )


code: void SetPerLODOverrideMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapePerLODMaterialOverride](API\Runtime\Landscape\FLandscapePerLODMaterialOverride) > & InValue )


description: Modifies the override state of the property given as argument.

code: virtual void SetSharedPropertyOverride ( const [FString](API\Runtime\Core\Containers\FString) & InPropertyName, const bool bIsOverriden )


code: void SetSplinesComponent ( [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * InSplineComponent )


code: void SetVirtualTextureRenderPassType ( ERuntimeVirtualTextureMainPassType InType )


description: Per-frame call to update dynamic grass placement and render grassmaps

code: bool ShouldTickGrass() const


code: virtual bool SupportsForeignSplineMesh() const


description:
Enforce property sharing and requirements related to the parent Landscape actor
An array containing all synchronized properties names (properties that were different from the provided landscape).

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SynchronizeSharedProperties ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscape )


description:
Synchronizes all shared properties that cannot be marked by regular meta tags.
An array containing all synchronized properties.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SynchronizeUnmarkedSharedProperties ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscape )


code: void TickGrass ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Cameras, int32 & InOutNumCompsCreated )


code: static int32 TotalTexturesToStreamForVisibleGrassMapRender = 0;


description: Unregister all currently registered components

code: virtual void UnregisterAllComponents ( bool bForReregister )


description: Update the material instances for all the landscape components

code: void UpdateAllComponentMaterialInstances ( bool bInInvalidateCombinationMaterials )


code: void UpdateAllComponentMaterialInstances ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) & InOutMaterialContext, [TArray](API\Runtime\Core\Containers\TArray)< class [FComponentRecreateRenderStateContext](API\Runtime\Engine\FComponentRecreateRenderStateCon-) > & InOutRecreateRenderStateContext, bool bInInvalidateCombinationMaterials )


description: Update Grass

code: void UpdateGrass ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Cameras, int32 & InOutNumComponentsCreated, bool bForceSync )


code: virtual void UpdateCachedHasLayersContent ( bool InCheckComponentDataIntegrity )


description: Update Grass

code: void UpdateGrass ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Cameras, bool bForceSync )


description: Update Grass maps

code: void UpdateGrassData ( bool bInShouldMarkDirty, struct [FScopedSlowTask](API\Runtime\Core\Misc\FScopedSlowTask) * InSlowTask )


description: Update Nanite representation if it's missing or outdated

code: void UpdateNaniteRepresentation ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


description: Update Nanite representation if it's missing or outdated Async

code: FGraphEventRef UpdateNaniteRepresentationAsync ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


description: Update the landscape physical material render tasks

code: void UpdatePhysicalMaterialTasks ( bool bInShouldMarkDirty )


code: void UpdatePhysicalMaterialTasksStatus ( [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > * OutdatedComponents, int32 * OutdatedComponentsCount ) const


code: void UpdateProxyLayersWeightmapUsage()


code: virtual void UpdateSharedProperties ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


description: Converts shared properties overridden before explicit override, asking the user how to proceed.

code: void UpgradeSharedProperties ( [ALandscape](API\Runtime\Landscape\ALandscape) * InParentLandscape )


className: VisibilityLayer

code: static [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * VisibilityLayer = nullptr;


code: ALandscapeProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ALandscapeProxy

code: class ALandscapeProxy : public [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor), public [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface)

ActorDescReferences

type: TSet< FWorldPar...

description: Hard refs to actors that need to be loaded when this proxy is loaded.

AsyncFoliageTasks

type: TArray<FAsyncT...

description: A transient data structure for tracking the grass tasks

bAffectDistanceFieldLighting

type: uint8: 1

description: Controls whether the primitive should affect dynamic distance field lighting methods.

type: uint32: 1

description: Whether to bake the landscape material's vertical world position offset into the collision heightfield.

bCastContactShadow

type: uint8:  1

description: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

bCastDynamicShadow

description: Controls whether the primitive should cast shadows in the case of non precomputed shadowing.

bCastFarShadow

type: uint32:  1

description: When enabled, the component will be rendering into the far shadow cascades(only for directional lights).

bCastHiddenShadow

description: If true, the primitive will cast shadows even if bHidden is true.

bCastShadowAsTwoSided

description: Whether this primitive should cast dynamic shadows as if it were a two sided material.

bCastStaticShadow

description: Whether the object should cast a static shadow from shadow casting lights.

bEnableNanite

type: bool

description: Use Nanite to render landscape as a mesh on supported platforms.

bFillCollisionUnderLandscapeForNavmesh

description: Set to true to prevent navmesh generation under the terrain geometry

bGenerateOverlapEvents

description: If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap).

bHasLandscapeGrass

description: Only used outside of the editor (e.g. in cooked builds) Disables landscape grass processing entirely if no landscape components have landscape grass configured

bHasLayersContent

description: Flag that tell if we have some layers content

bIsRegisteredWithLandscapeInfo

description: True when this Proxy is registered with the LandscapeInfo

bNeedsWeightmapUsagesUpdate

description: Set to true when on undo, when it's necessary to completely regenerate weightmap usages (since some weightmap allocations are transactional and others not, e.g. splines edit layer)

BodyInstance

type: FBodyInstance

description: Collision profile settings for this landscape

bRenderCustomDepth

description: If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)

bSetCreateRuntimeVirtualTextureVolumes

description: Placeholder for details customization button.

description: Set to true when we know that weightmap usages are being reconstructed and might be temporarily invalid as a result (ValidateProxyLayersWeightmapUsage should be called after setting this back to false)

bUpgradeSharedPropertiesPerformed

description: Used to know if the deprecation of shared properties modified before the enforcement system introduction has been performed on load.

bUseCompressedHeightmapStorage

description: Enable compressed heightmap texture storage.

bUsedForNavigation

description: Hints navigation system whether this landscape will ever be navigated on.

bUseDynamicMaterialInstance

description: When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime

description: Flag whether or not this Landscape's surface can be used for culling hidden triangles

description: Whether to use the landscape material's vertical world position offset when calculating static lighting.

bVirtualTextureRenderWithQuad

description: Use a single quad to render this landscape to runtime virtual texture pages.

bVirtualTextureRenderWithQuadHQ

description: Use highest quality heightmap interpolation when using a single quad to render this landscape to runtime virtual texture pages.

CastShadow

description: Controls whether the primitive component should cast a shadow or not.

CollisionComponents

type: TArray<TObject...

description: Array of LandscapeHeightfieldCollisionComponent

CollisionMipLevel

description: Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate.

ComponentScreenSizeToUseSubSections

type: float

description: Component screen size (0.0 - 1.0) at which we should keep sub sections.

ComponentSizeQuads

description: Data set at creation time

CurrentVersion

description: CurrentVersion is bumped whenever a landscape component has an undo/redo operation applied.

CustomDepthStencilValue

description: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

CustomDepthStencilWriteMask

type: ERendererStenci...

description: Mask used for stencil buffer writes.

DefaultPhysMaterial

type: TObjectPtr<UPh...

description: Default physical material, used when no per-layer values physical materials

EditorLayerSettings

type: TArray<FLandsc...

ExportLOD

description: LOD level to use when exporting the landscape to obj or FBX

FeatureLevelChangedDelegateHandle

type: FDelegateHandle

description: Handle so we can unregister the delegate

FoliageCache

type: FCachedLandscap...

FrameOffsetForTickInterval

description: Frame offset for tick interval

LandscapeComponents

description: The array of LandscapeComponent that are used by the landscape

LandscapeGuid

type: FGuid

description: Guid for LandscapeEditorInfo, all proxies that belong to the same landscape should have the same LandscapeGuid, even if split across world partitions Note that this value may change when the landscape is instanced (or in PIE) in order to allow multiple instances of the same landscape to exist.

LandscapeHoleMaterial

type: TObjectPtr<UMa...

description: Material used to render landscape components with holes.

LandscapeMaterial

description: Combined material used to render the landscape

LandscapeMaterialChangedDelegate

type: FLandscapeMater...

LandscapeSectionOffset

type: FIntPoint

description: Offset in quads from global components grid origin (in quads)

LDMaxDrawDistance

description: Max draw distance exposed to LDs.

LightingChannels

type: FLightingChanne...

description: Channels that this Landscape should be in.

LightmassSettings

type: FLightmassPrimi...

description: The Lightmass settings for this object.

description: The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen.

description: This is the starting screen size used to calculate the distribution.

LODDistributionSetting

description: The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space.

MaterialInstanceConstantMap

type: TMap<FString, ...

description: Map of material instance constants used to for the components.

MaxLODLevel

description: Max LOD level to use when rendering, -1 means the max available

NaniteLODIndex

description: LOD level of the landscape when generating the Nanite mesh.

NavigationGeometryGatheringMode

type: ENavDataGatheri...

NegativeZBoundsExtension

description: Allows overriding the landscape bounds.

NumComponentsNeedingGrassMapRender

description: For the grassmap rendering notification

description: To throttle texture streaming when we're trying to render a grassmap

OnComponentDataChanged

type: FOnLandscapePro...

OriginalLandscapeGuid

description: The original unmutated LandscapeGuid on the source asset, before instancing modfications.

PositiveZBoundsExtension

description: Allows overriding the landscape bounds.

ReimportDestinationLayerGuid

description: Height and weightmap import destination layer guid

ReimportHeightmapFilePath

type: FString

ReleaseResourceFence

type: FRenderCommandF...

RuntimeVirtualTextures

description: Array of runtime virtual textures into which we draw this landscape.

ShadowCacheInvalidationBehavior

type: EShadowCacheInv...

description: Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.

SimpleCollisionMipLevel

description: If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision.

SplineComponent

type: TObjectPtr<ULa...

StaticLightingLOD

description: LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing)

StaticLightingResolution

description: The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams

StreamingDistanceMultiplier

description: Allows artists to adjust the distance where textures using UV 0 are streamed in/out.

TargetDisplayOrder

type: ELandscapeLayer...

description: Display Order mode for the targets

TargetDisplayOrderList

type: TArray<FName>

description: Display Order of the targets

VirtualTextureLodBias

description: Bias to the LOD selected for rendering to runtime virtual textures.

VirtualTextureNumLods

description: Number of mesh levels to use when rendering landscape into runtime virtual texture.

VirtualTextureRenderPassType

type: ERuntimeVirtual...

description: Controls if this component draws in the main pass as well as in the virtual texture.

WeightmapUsageMap

type: TMap<TObjectPt...

description: Map of weightmap usage


description: Interface existes for backward compatibility. Should already be created since its this actor's root component.

code: virtual void CreateSplineComponent()


code: virtual void CreateSplineComponent ( const FVector & Scale3D )


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Returns true if this actor is allowed to be attached to the given actor

code: virtual bool EditorCanAttachTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent, [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description: Add properties to the actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetLandscapeGuid() const


code: virtual [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * GetLandscapeInfo() const


description: Returns the actor attachement parent that should be used in editor

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSceneOutlinerParent() const


code: void GetSharedProperties ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


code: virtual [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * GetSplinesComponent() const


code: virtual FTransform LandscapeActorToWorld() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


code: void SetLandscapeGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: virtual bool SupportsForeignSplineMesh() const


description: Unregister all currently registered components

code: virtual void UnregisterAllComponents ( bool bForReregister )


code: virtual void UpdateSharedProperties ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


code: ALandscapeSplineActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ALandscapeSplineActor

code: class ALandscapeSplineActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface)

LandscapeActor

type: TObjectPtr<ALa...

description: Landscape

LandscapeGuid

type: FGuid

description: Guid for LandscapeInfo


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

code: virtual void CheckForErrors()


code: void ClearStaticMeshComponents()


code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * CreateStaticMeshComponent ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) > & InComponentClass )


code: virtual uint32 GetDefaultGridSize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDetailedInfoInternal() const


code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetGridGuid() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & GetStaticMeshComponents() const


code: virtual bool IsRuntimeOnly() const


code: void SetGridGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: ALandscapeSplineMeshesActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ALandscapeSplineMeshesActor

description: This serves as an optimization as these actors will be streamed at runtime

code: class ALandscapeSplineMeshesActor : public [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor)


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: When selected can this actor be deleted?

code: virtual bool CanDeleteSelectedActor ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Fixup any internal representation for shared properties. Will be used when deprecating or renaming a property.


code: virtual [ALandscape](API\Runtime\Landscape\ALandscape) * GetLandscapeActor()


code: virtual const [ALandscape](API\Runtime\Landscape\ALandscape) * GetLandscapeActor() const


description: Get Hole Landscape Material assigned to this Landscape.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetLandscapeHoleMaterial() const


description: Get Landscape Material assigned to this Landscape.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetLandscapeMaterial ( int8 InLODIndex ) const


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSceneOutlinerParent() const


description: Returns true if the shared property is overridden by the object.

code: virtual bool IsSharedPropertyOverridden ( const [FString](API\Runtime\Core\Containers\FString) & InPropertyName ) const


description: Check input Landscape actor is match for this LandscapeProxy (by GUID)

code: bool IsValidLandscapeActor ( [ALandscape](API\Runtime\Landscape\ALandscape) * Landscape )


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetLandscapeActor ( [ALandscape](API\Runtime\Landscape\ALandscape) * InLandscape )


description: Modifies the override state of the property given as argument.

code: virtual void SetSharedPropertyOverride ( const [FString](API\Runtime\Core\Containers\FString) & InPropertyName, const bool bIsOverriden )


description: Called before editor copy, true allow export

code: virtual bool ShouldExport()


code: virtual bool ShouldIncludeGridSizeInName ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & InIdentifier ) const


code: ALandscapeStreamingProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: namespace ELandscapeEditRenderMode { enum Type { None = 0x0, Gizmo = 0x1, SelectRegion = 0x2, SelectComponent = 0x4, Select = SelectRegion | SelectComponent, Mask = 0x8, InvertedMask = 0x10, BitMaskForMask = Mask | InvertedMask, } }


className: ALandscapeStreamingProxy

code: class ALandscapeStreamingProxy : public [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy)


code: namespace ELandscapeLODFalloff { enum Type { Linear, SquareRoot, } }


code: namespace ELandscapeViewMode { enum Type { Invalid = -1, Normal = 0, EditLayer, DebugLayer, LayerDensity, LayerUsage, LOD, WireframeOnTop, LayerContribution, } }


className: bUseInterp

code: enum { bUseInterp = bInUseInterp }


className: bUseTotalNormalize

code: enum { bUseTotalNormalize = bInUseTotalNormalize }


code: void GetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & Data )


code: void GetDataFast ( int32 X1, int32 Y1, int32 X2, int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & Data )


code: void GetDataFast ( int32 X1, int32 Y1, int32 X2, int32 Y2, uint8 * Data )


code: void SetData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const uint8 * Data, ELandscapeLayerPaintingRestriction PaintingRestriction )


code: void SetEditLayer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGUID )


code: FAlphamapAccessor ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo )


className: FAlphamapAccessor

description: FAlphamapAccessor

code: template<bool bInUseInterp, bool bInUseTotalNormalize> struct FAlphamapAccessor


className: ComponentDataMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *, [FAsyncComponentData](API\Runtime\Landscape\FAsyncComponentData) > ComponentDataMap


className: FAsyncBuildData

description: Context for an Async Static Mesh (nanite) build.

code: struct FAsyncBuildData

bCancelled

type: bool

ComponentData

type: ComponentDataMa...

InputComponents

type: TInlineComponen...

InputMaterials

type: TArray<UMateri...

InputMaterialSlotNames

type: TArray<FName, ...

LandscapeSubSystemWeakRef

type: TWeakObjectPtr<...

MeshAttributes

type: TSharedPtr<FSt...

NaniteMeshDescription

type: FMeshDescriptio...

NaniteStaticMesh

type: UStaticMesh...

SourceModel

type: FStaticMeshSour...


className: FAsyncComponentData

description: Copy of Component level data required to generate Nanite asynchronously.

code: struct FAsyncComponentData

ComponentDataInterface

type: TSharedPtr<FLa...

HeightAndNormalData

type: TArray<FColor...

Visibility

type: TArray< uint8 >


code: FAsyncGrassTask ( FAsyncGrassBuilder * InBuilder, const [FCachedLandscapeFoliage::FGrassCompKey](API\Runtime\Landscape\FCachedLandscapeFoliage\FGrassCompKey) & InKey, [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * InFoliage )


className: FAsyncGrassTask

code: class FAsyncGrassTask : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

Builder

type: FAsyncGrassBuil...

Key

type: FCachedLandscap...


code: bool CheckIfUpdateTriggeredAndClear ( [EAsyncWorkType](API\Runtime\Landscape\FAsyncWorkMonitor\EAsyncWorkType) WorkType )


className: EAsyncWorkType

code: enum EAsyncWorkType { BuildNaniteMeshes, Max, }


code: void SetDelayedUpdateTimer ( [EAsyncWorkType](API\Runtime\Landscape\FAsyncWorkMonitor\EAsyncWorkType) WorkType, float InSecondsUntilDelayedUpdateTrigger )


className: FAsyncWorkMonitor

description: Tracks delayed updates triggered by landscape updates. It's resposible for preventing expensive async operations while the user is still editing the landscape

code: struct FAsyncWorkMonitor


description:
Uses the provided arguments to add proper source/destination entries to internal copy requests.
True if the copy has been successfully added.

code: bool AddWeightmapCopy ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InDestination, int8 InDestinationChannel, const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InComponent, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo )


description: Process pending internal copy requests.

code: bool ProcessTextureCopies()


className: FBatchTextureCopy

code: class FBatchTextureCopy


className: FGrassComp

code: struct FGrassComp

ExcludedBoxes

type: TArray< FBox >

type: FGrassCompKey

LastUsedTime

type: double


code: bool operator&61;&61; &40; const FGrassCompKey & Other &41; const


className: FGrassCompKey

code: struct FGrassCompKey


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static KeyInitType GetSetKey &40; const FGrassComp & Element &41;


code: static bool Matches &40; KeyInitType A, KeyInitType B &41;


className: FGrassCompKeyFuncs

code: struct FGrassCompKeyFuncs : public [BaseKeyFuncs< FGrassComp, FGrassCompKey >](API\Runtime\Core\Containers\BaseKeyFuncs)


className: FCachedLandscapeFoliage

code: struct FCachedLandscapeFoliage

CachedGrassComps

type: TSet<FGrassCom...


className: FForeignControlPointData

description: Structs for ForeignWorldSplineDataMap these are editor-only, but we don't have the concept of an editor-only USTRUCT

code: struct FForeignControlPointData

Identifier

type: TLazyObjectPtr<...

MeshComponent

type: TObjectPtr<UCo...

ModificationKey

type: FGuid


className: FForeignSplineSegmentData

code: struct FForeignSplineSegmentData

MeshComponents

type: TArray<TObject...


code: [FForeignControlPointData](API\Runtime\Landscape\FForeignControlPointData) * FindControlPoint ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * InIdentifer )


code: [FForeignSplineSegmentData](API\Runtime\Landscape\FForeignSplineSegmentData) * FindSegmentData ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * InIdentifer )


className: FForeignWorldSplineData

code: struct FForeignWorldSplineData

ForeignControlPointData

type: TArray<FForeig...


className: FGizmoSelectData

code: struct FGizmoSelectData

HeightData

type: float

WeightDataMap

type: TMap<ULandscap...


code: int32 GetEndCullDistance() const


code: bool IsGrassQualityLevelEnable() const


code: int32 GetStartCullDistance() const


className: FGrassVariety

code: struct FGrassVariety

AlignToSurface

type: bool

description: Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false)

bAffectDistanceFieldLighting

description: Controls whether the primitive should affect dynamic distance field lighting methods.

bCastContactShadow

description: Whether the grass should cast contact shadows.

bCastDynamicShadow

description: Whether the grass should cast shadows when using non-precomputed shadowing.

bKeepInstanceBufferCPUCopy

description: Whether we should keep a cpu copy of the instance buffer.

bReceivesDecals

description: Whether the grass instances should receive decals.

bUseGrid

description: If true, use a jittered grid sequence for placement, otherwise use a halton sequence.

bUseLandscapeLightmap

description: Whether to use the landscape's lightmap when rendering the grass.

EndCullDistance

type: FPerPlatformInt

description: The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node.

EndCullDistanceQuality

type: FPerQualityLeve...

GrassDensity

type: FPerPlatformFlo...

description: Instances per 10 square meters.

GrassMesh

type: TObjectPtr<USt...

description: Distance at which to grass instances should disable WPO for performance reasons

LightingChannels

type: FLightingChanne...

description: Lighting channels that the grass will be assigned.

MinLOD

description: Specifies the smallest LOD that will be used for this component.

RandomRotation

description: Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false)

ScaleX

type: FFloatInterval

description: Specifies the range of scale, from minimum to maximum, to apply to a grass instance's X Scale property

ScaleY

description: Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Y Scale property

ScaleZ

description: Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Z Scale property

Scaling

type: EGrassScaling

description: Specifies grass instance scaling type

ShadowCacheInvalidationBehavior

type: EShadowCacheInv...

description: Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.

StartCullDistance

description: The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node.


className: bUseInterp

code: enum { bUseInterp = bInUseInterp }


description: Accessors

code: void GetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint16 > & Data )


code: void GetDataFast ( int32 X1, int32 Y1, int32 X2, int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint16 > & Data )


code: void GetDataFast ( int32 X1, int32 Y1, int32 X2, int32 Y2, uint16 * Data )


code: void SetData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const uint16 * Data, ELandscapeLayerPaintingRestriction PaintingRestriction )


code: void SetEditLayer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGUID )


code: FHeightmapAccessor ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


className: FHeightmapAccessor

description: FHeightmapAccessor

code: template<bool bInUseInterp> struct FHeightmapAccessor


className: FHeightmapData

code: struct FHeightmapData

Texture

type: TObjectPtr<UTe...


className: FLandscapeAddCollision

description: Structure storing Collision for LandscapeComponent Add

code: struct FLandscapeAddCollision


className: FLandscapeBatchElementParams

description: Data needed for the landscape vertex factory to set the render state for an individual batch element

code: struct FLandscapeBatchElementParams

FixedGridUniformShaderParameters

type: constTArray<T...

LandscapeSectionLODUniformParameters

type: FUniformBufferR...

type: constTUniformB...

SceneProxy

type: constFLandscap...


code: FLandscapeBrushParameters ( const ELandscapeToolTargetType & InLayerType, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) > InCombinedResult, const [FName](API\Runtime\Core\UObject\FName) & InWeightmapLayerName )


className: FLandscapeBrushParameters

code: struct FLandscapeBrushParameters

LayerType

type: ELandscapeToolT...

WeightmapLayerName

type: FName


code: void ComponentXYToSubsectionXY ( int32 CompX, int32 CompY, int32 & SubNumX, int32 & SubNumY, int32 & SubX, int32 & SubY ) const


code: int32 GetComponentSizeVerts() const


code: uint16 GetHeight ( int32 LocalX, int32 LocalY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & HeightAndNormals ) const


code: const [FColor](API\Runtime\Core\Math\FColor) * GetHeightData ( int32 LocalX, int32 LocalY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & HeightAndNormals ) const


code: void GetLocalTangentVectors ( int32 LocalX, int32 LocalY, FVector & LocalTangentX, FVector & LocalTangentY, FVector & LocalTangentZ, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & HeightAndNormals ) const


code: FVector GetLocalVertex ( int32 LocalX, int32 LocalY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & HeightAndNormals ) const


description: Accessors.

code: void QuadIndexToXY ( int32 QuadIndex, int32 & OutX, int32 & OutY ) const


code: int32 TexelXYToIndex ( int32 TexelX, int32 TexelY ) const


code: int32 VertexIndexToTexel ( int32 VertexIndex ) const


description: Accessors.

code: void VertexIndexToXY ( int32 VertexIndex, int32 & OutX, int32 & OutY ) const


code: int32 VertexXYToIndex ( int32 VertX, int32 VertY ) const


code: void VertexXYToTexelXY ( int32 VertX, int32 VertY, int32 & OutX, int32 & OutY ) const


code: FLandscapeComponentDataInterfaceBase()


code: FLandscapeComponentDataInterfaceBase ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InComponent, int32 InMipLevel, bool InWorkOnEditingLayer )


className: FLandscapeComponentDataInterfaceBase

HeightmapStride

description: Offset of this component's data into heightmap texture

MipLevel

type: const int32


code: uint16 GetHeight ( int32 VertexIndex ) const


code: uint16 GetHeight ( int32 LocalX, int32 LocalY ) const


code: [FColor](API\Runtime\Core\Math\FColor) * GetHeightData ( int32 LocalX, int32 LocalY ) const


code: int32 GetHeightmapSizeX ( int32 MipIndex ) const


code: int32 GetHeightmapSizeY ( int32 MipIndex ) const


description: Return the raw heightmap data exactly same size for Heightmap texture which belong to only this component

code: void GetHeightmapTextureData ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutData, bool bOkToFail )


code: void GetLocalTangentVectors ( int32 VertexIndex, FVector & LocalTangentX, FVector & LocalTangentY, FVector & LocalTangentZ ) const


code: void GetLocalTangentVectors ( int32 LocalX, int32 LocalY, FVector & LocalTangentX, FVector & LocalTangentY, FVector & LocalTangentZ ) const


code: FVector GetLocalVertex ( int32 VertexIndex ) const


code: FVector GetLocalVertex ( int32 LocalX, int32 LocalY ) const


code: [FColor](API\Runtime\Core\Math\FColor) * GetRawHeightData() const


code: [FColor](API\Runtime\Core\Math\FColor) * GetRawXYOffsetData() const


code: bool GetWeightmapTextureData ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData, bool bInUseEditingWeightmap, bool bInRemoveSubsectionDuplicates )


code: void GetWorldPositionTangents ( int32 LocalX, int32 LocalY, FVector & WorldPos, FVector & WorldTangentX, FVector & WorldTangentY, FVector & WorldTangentZ ) const


code: void GetWorldPositionTangents ( int32 VertexIndex, FVector & WorldPos, FVector & WorldTangentX, FVector & WorldTangentY, FVector & WorldTangentZ ) const


code: void GetWorldTangentVectors ( int32 VertexIndex, FVector & WorldTangentX, FVector & WorldTangentY, FVector & WorldTangentZ ) const


code: void GetWorldTangentVectors ( int32 LocalX, int32 LocalY, FVector & WorldTangentX, FVector & WorldTangentY, FVector & WorldTangentZ ) const


code: FVector GetWorldVertex ( int32 VertexIndex ) const


code: FVector GetWorldVertex ( int32 LocalX, int32 LocalY ) const


code: void GetXYOffset ( int32 VertexIndex, float & XOffset, float & YOffset ) const


code: void GetXYOffset ( int32 X, int32 Y, float & XOffset, float & YOffset ) const


code: [FColor](API\Runtime\Core\Math\FColor) * GetXYOffsetData ( int32 LocalX, int32 LocalY ) const


code: void SetRawHeightData ( [FColor](API\Runtime\Core\Math\FColor) * NewHeightData )


code: void SetRawXYOffsetData ( [FColor](API\Runtime\Core\Math\FColor) * NewXYOffsetData )


description: Tors

code: FLandscapeComponentDataInterface ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InComponent, int32 InMipLevel, bool InWorkOnEditingLayer )


code: ~FLandscapeComponentDataInterface()


className: FLandscapeComponentDataInterface

code: struct FLandscapeComponentDataInterface : public [FLandscapeComponentDataInterfaceBase](API\Runtime\Landscape\FLandscapeComponentDataInterface-)


description: Check whether we can discard any data not needed with current scalability settings.

code: void ConditionalDiscardDataOnLoad()


code: bool Contains ( [ULandscapeGrassType](API\Runtime\Landscape\ULandscapeGrassType) * GrassType ) const


code: SIZE_T GetAllocatedSize() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint16 > GetHeightData()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > GetWeightData ( const [ULandscapeGrassType](API\Runtime\Landscape\ULandscapeGrassType) * GrassType )


description: Returns whether grass data has been computed (or serialized) yet. Returns true even if the data is completely empty (e.g. all-zero weightmap data)

code: bool HasValidData() const


description: Returns whether the data is completely empty (e.g. all-zero weightmap data). Returns false if the data just wasn't computed yet :

code: bool HasData() const


code: void InitializeFrom ( const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & HeightData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULandscapeGrassType](API\Runtime\Landscape\ULandscapeGrassType) *, [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> & WeightData )


className: UnknownNumElements

code: static constexpr int32 UnknownNumElements = -1;


code: FLandscapeComponentGrassData ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component )


className: FLandscapeComponentGrassData

code: struct FLandscapeComponentGrassData

bIsDirty

type: bool

description: Grass data was updated but not saved yet.

HeightMipData

type: TMap< int32,TA...

description: Height data for LODs 1+, keyed on LOD index.

HeightWeightData

type: TArray< uint8 >

MaterialStateIds

type: TArray<FGuid, ...

description: Guid per material instance in the hierarchy between the assigned landscape material (instance) and the rootUMaterialused to detect changes to material instance parameters or the root material that could affect the grass maps

NumElements

description: Elements per contiguous array: for validation and also to indicate whether the grass data is valid (NumElements >= 0, meaning 0 elements is valid but the grass data is all zero and therefore empty) or not known yet (== UnknownNumElements)

RotationForWPO

type: FQuat

description: Cached component rotation when material world-position-offset is used, as this will affect the direction of world-position-offset deformation (included in the HeightData below)

WeightOffsets

type: TMap<TObjectPt...

description: Serialized in one block to prevent Slack waste.


description: Gives the primitive an opportunity to override MeshBatch arguments for a specific View Only called for a MeshBatch with a bViewDependentArguments property set

code: virtual void ApplyViewDependentMeshArguments ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & ViewDependentMeshBatch ) const


code: virtual float ComputeLODBias() const


description: Shifts primitive position and all relevant data by an arbitrary delta. Called on world origin changes

code: virtual void ApplyWorldOffset ( FVector InOffset )


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: FLandcapeSceneProxy.

code: void ChangeComponentScreenSizeToUseSubSections_RenderThread ( float InComponentScreenSizeToUseSubSections )


description: Computes the worldspace units per vertex of the landscape section.

code: virtual double ComputeSectionResolution() const


code: virtual float ComputeLODForView ( const [FSceneView](API\Runtime\Engine\FSceneView) & InView ) const


description: Called when the rendering thread removes the proxy from the scene. This function allows for removing renderer-side resources. Called in the rendering thread.


description: Return the resolution of a component, in vertices (-1 for any sections that are not grid based, i.e. mesh sections)

code: virtual int32 GetComponentResolution() const


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


code: const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & GetGrassMeshBatch() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: virtual void GetHeightfieldRepresentation ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& OutHeightmapTexture, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& OutVisibilityTexture, [FHeightfieldComponentDescription](API\Runtime\Engine\FHeightfieldComponentDescription) & OutDescription ) const


description: Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity.

code: virtual int32 GetLightMapResolution() const


description: Determines the relevance of this primitive's elements to the given light.

code: virtual void GetLightRelevance ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, bool & bDynamic, bool & bRelevant, bool & bLightMapped, bool & bShadowMapped ) const


code: virtual void GetLCIs ( [FLCIArray](API\Runtime\Engine\FPrimitiveSceneProxy\FLCIArray) & LCIs )


code: int8 GetLODFromScreenSize ( float InScreenSizeSquared, float InViewLODScale ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Creates a mesh batch for virtual texture rendering. Will render a simple fixed grid with combined subsections.

code: bool GetMeshElementForVirtualTexture ( int32 InLodIndex, ERuntimeVirtualTextureMaterialType MaterialType, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialInterface, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch, [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeBatchElementParams](API\Runtime\Landscape\FLandscapeBatchElementParams) > & OutStaticBatchParamArray ) const


code: virtual void GetSectionBoundsAndLocalToWorld ( FBoxSphereBounds & LocalBounds, FMatrix & LocalToWorld ) const


code: template<class ArrayType> bool GetStaticMeshElement ( int32 LODIndex, bool bForToolMesh, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, ArrayType & OutStaticBatchParamArray ) const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: virtual bool HeightfieldHasPendingStreaming() const


code: static const int8 MAX_SUBSECTION_COUNT = 2*2;


description:
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.
return true if the primitive should be added to the scene


description: Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.


description: Used to notify derived classes when render coords are calculated

code: virtual void OnRenderCoordsChanged()


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


className: SharedBuffersMap

description: Reference counted vertex and index buffer shared among all landscape scene proxies of the same component size Key is the component size and number of subsections. Also being reused by GPULightmass currently to save mem

code: static [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FLandscapeSharedBuffers](API\Runtime\Landscape\FLandscapeSharedBuffers) * > SharedBuffersMap;


description: Constructor

code: FLandscapeComponentSceneProxy ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InComponent )


code: int32 GetComponentSizeQuads() const


className: FLandscapeComponentSceneProxy

description: FLandscapeComponentSceneProxy

code: class FLandscapeComponentSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy), public [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo)

AvailableMaterials

type: TArray<FMateri...

description: All available materials, including LOD Material, Tessellation generated materials

CollisionMipLevel

description: Data used in editor or visualisers

CollisionResponse

type: FCollisionRespo...

ComponentLightInfo

type: TUniquePtr< FLa...

ComponentMaxExtend

type: float

ComponentSizeQuads

description: Size of the component in unique heights.

ComponentSizeVerts

description: ComponentSizeQuads + 1.

EditToolRenderData

type: FLandscapeEditT...

FixedGridVertexFactory

type: FLandscapeVerte...

FLandscapeRenderSystem

type: friend

GrassBatchParams

type: TArray<FLandsc...

GrassMeshBatch

type: FMeshBatch

description: Precomputed grass rendering MeshBatch and per-LOD params.

HeightmapTexture

description: Heightmap in RG and Normalmap in BA.

LandscapeComponent

type: constULandscap...

type: TArray<TUnifor...

LandscapeUniformShaderParameters

type: TUniformBuffer<...

LayerColors

type: TArray<FLinear...

LightMapResolution

description: LightMap resolution used for VMI_LightmapDensity

LocalToWorldNoScaling

type: FMatrix

LODIndexToMaterialIndex

type: TArray< int8 >

description: Mapping between LOD and MaterialIndex

LODScreenRatioSquared

type: TArray< float >

LODSettings

type: FLandscapeRende...

MaterialIndexToStaticMeshBatchLOD

description: Mapping between MaterialIndexto Static Mesh Batch

MaterialRelevances

description: Material Relevance for each material in AvailableMaterials

NumSubsections

description: Number of subsections within the component in each dimension, this can be 1 or 2.

SectionBase

type: FIntPoint

description: Address of the component within the parent Landscape in unique height texels.

SharedBuffers

type: FLandscapeShare...

StaticBatchParamArray

description: Storage for static draw list batch params.

SubSectionScreenSizeTestingPosition

type: TArray< FVector...

SubsectionSizeQuads

description: Number of unique heights in the subsection.

SubsectionSizeVerts

description: Number of heightmap heights in the subsection. This includes the duplicate row at the end.

VisibilityHelper

type: FLandscapeVisib...

WeightmapTextures

type: TArray<UTextur...

WorldToLocal

description: Cached versions of these.


code: int32 GetComponentSizeVerts() const


className: NumSectionValues

code: static int32 NumSectionValues = { 1, 2 };


className: SubsectionSizeQuadsValues

code: static int32 SubsectionSizeQuadsValues = { 7, 15, 31, 63, 127, 255 };


code: FLandscapeConfig ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


code: FLandscapeConfig ( int32 InComponentNumSubSections, int32 InSubsectionSizeQuads, int32 InGridSizeInComponents )


className: FLandscapeConfig

code: struct FLandscapeConfig


code: FLandscapeConfigChange ( int32 InComponentNumSubSections, int32 InSubsectionSizeQuads, int32 InGridSize, ELandscapeResizeMode InResizeMode, bool bInZeroBased )


className: FLandscapeConfigChange

code: struct FLandscapeConfigChange : public [FLandscapeConfig](API\Runtime\Landscape\FLandscapeConfig)

bZeroBased

type: bool

ResizeMode

type: ELandscapeResiz...


code: static [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * ChangeConfiguration ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo, const [FLandscapeConfigChange](API\Runtime\Landscape\FLandscapeConfigChange) & InNewConfig, [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActorsToDelete, [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutModifiedActors )


code: static bool ChangeGridSize ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo, uint32 InNewGridSizeInComponents, [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActorsToDelete )


code: template<typename T> static void CopyData ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const FIntRect & InSrcRegion, const FIntRect & InDestRegion, bool bInResample )


code: template<typename T> static void CopySubregion ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const FIntRect & InSrcRegion, uint32 InSrcDataPitch )


code: template<typename T> static void ExpandData ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const FIntRect & InSrcRegion, const FIntRect & InDestRegion, bool bOffset )


code: static [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * FindOrAddLandscapeStreamingProxy ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo, const FIntPoint & InSectionBase )


code: static ALandscapeProxy &42; FindOrAddLandscapeStreamingProxy &40; UActorPartitionSubsystem &42; ActorPartitionSubsystem, ULandscapeInfo &42; LandscapeInfo, const UActorPartitionSubsystem::FCellCoord & CellCoord &41;


code: template<typename T> static void ResampleData ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InData, [TArray](API\Runtime\Core\Containers\TArray)< T > & OutData, const FIntRect & InSrcRegion, const FIntRect & InDestRegion )


className: FLandscapeConfigHelper

code: class FLandscapeConfigHelper


code: void * LockMip ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, int32 MipLevel )


code: void UnlockMip ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, int32 MipLevel )


description: Constructor

code: FLandscapeDataInterface()


className: FLandscapeDataInterface

code: struct FLandscapeDataInterface


code: virtual const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Returns theFMaterial, without using a fallback if theFMaterialdoesn't have a valid shader map. Can return NULL.

code: virtual const [FMaterial](API\Runtime\Engine\FMaterial) * GetMaterialNoFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: virtual bool GetParameterValue ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


description: Initialization constructor.

code: FLandscapeDebugMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TexR, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TexG, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TexB, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InR, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InG, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InB )


className: eCombineMode

code: enum eCombineMode { eCombineMode_Default = 0, eCombineMode_CombineAll = 1, eCombineMode_Disabled = 2, }


className: FLandscapeDebugMaterialRenderProxy

code: class FLandscapeDebugMaterialRenderProxy : public [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy)

B

type: constFLinearCo...

Parent

type: constFMaterial...


className: FLandscapeDebugOptions

description: FLandscapeDebugOptions

code: struct FLandscapeDebugOptions

CombineMode

type: eCombineMode


code: FLandscapeDirtyOnlyInModeScope()


code: FLandscapeDirtyOnlyInModeScope ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo )


code: FLandscapeDirtyOnlyInModeScope ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscapeInfo, bool bInOverrideDirtyMode )


code: ~FLandscapeDirtyOnlyInModeScope()


className: FLandscapeDirtyOnlyInModeScope

code: struct FLandscapeDirtyOnlyInModeScope


code: FLandscapeDoNotDirtyScope ( [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & InEditInterface, bool bInScopeEnabled )


className: FLandscapeDoNotDirtyScope

code: struct FLandscapeDoNotDirtyScope

EditInterface

type: FLandscapeEditD...


description: Delete a layer and re-normalize other layers.

code: void DeleteLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo )


description: Fill all empty layers and re-normalize layers.

code: void FillEmptyLayers ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo )


description: Fill a layer and re-normalize other layers.

code: void FillLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo )


code: void FillLayer &40; ULandscapeLayerInfoObject &42; LayerInfo, bool bEmptyLayersOnly &41;


description: Misc.

code: bool GetComponentsInRegion ( int32 X1, int32 Y1, int32 X2, int32 Y2, [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > * OutComponents )


code: void GetDirtyData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & SparseData )


code: void GetDirtyData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, uint8 * Data, int32 Stride )


code: template<typename TStoreData> void GetDirtyDataTempl ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData )


description: Returns the current layer this interface is working in


code: template<typename TStoreData> void GetEditToolTextureData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *([ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *)> GetComponentTexture )


code: void GetHeightAlphaBlendData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, uint16 * Data, int32 Stride )


code: template<typename TStoreData> void GetHeightAlphaBlendDataTempl ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, TStoreData & StoreData )


code: template<typename TDataAccess> void GetHeightAlphaBlendDataTempl ( int32 & ValidX1, int32 & ValidY1, int32 & ValidX2, int32 & ValidY2, TDataAccess & StoreData )


description: Implementation for sparse array.

code: void GetHeightData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint16 > & SparseData )


description: Implementation for fixed array.

code: void GetHeightData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, uint16 * Data, int32 Stride )


description: Implementation for fixed array.

code: void GetHeightDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint16 > & SparseData, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint16 > * NormalData, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InHeightmap )


description: Implementation for fixed array.

code: void GetHeightDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, uint16 * Data, int32 Stride, uint16 * NormalData, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InHeightmap )


code: template<typename TDataAccess, typename TGetHeightMapDataFunction> void GetHeightDataInternal ( int32 & ValidX1, int32 & ValidY1, int32 & ValidX2, int32 & ValidY2, TDataAccess & StoreData, TGetHeightMapDataFunction GetHeightMapDataFunction )


description: Generic Height Data access.

code: template<typename TStoreData, typename TGetHeightMapDataFunction> void GetHeightDataInternal &40; int32 & ValidX1, int32 & ValidY1, int32 & ValidX2, int32 & ValidY2, TStoreData & StoreData, TGetHeightMapDataFunction GetHeightMapDataFunction &41;


description: Generic.

code: template<typename TStoreData> void GetHeightDataTempl ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, TStoreData & StoreData )


code: template<typename TDataAccess> void GetHeightDataTempl ( int32 & ValidX1, int32 & ValidY1, int32 & ValidX2, int32 & ValidY2, TDataAccess & StoreData )


description: Without data interpolation, able to get normal data.

code: template<typename TStoreData> void GetHeightDataTemplFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InHeightmap, TStoreData * NormalData )


code: void GetHeightFlagsData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, uint8 * Data, int32 Stride )


code: template<typename TStoreData> void GetHeightFlagsDataTempl ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, TStoreData & StoreData )


code: template<typename TDataAccess> void GetHeightFlagsDataTempl ( int32 & ValidX1, int32 & ValidY1, int32 & ValidX2, int32 & ValidY2, TDataAccess & StoreData )


description: Helper accessor.

code: uint16 GetHeightMapAlphaBlendData ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, int32 TexU, int32 TexV, [FColor](API\Runtime\Core\Math\FColor) * TextureData )


description: Helper accessor.

code: uint8 GetHeightMapFlagsData ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, int32 TexU, int32 TexV, [FColor](API\Runtime\Core\Math\FColor) * TextureData )


description: Helper accessor.

code: uint16 GetHeightMapData ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, int32 TexU, int32 TexV, [FColor](API\Runtime\Core\Math\FColor) * TextureData )


code: void GetLayerContributionData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & SparseData )


code: void GetLayerContributionData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, uint8 * Data, int32 Stride )


code: template<typename TStoreData> void GetLayerContributionDataTempl ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData )


description: Without data interpolation, Select Data.

code: void GetSelectData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & SparseData )


code: void GetSelectData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, uint8 * Data, int32 Stride )


code: template<typename TStoreData> void GetSelectDataTempl ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData )


code: const [ALandscape](API\Runtime\Landscape\ALandscape) * GetTargetLandscape() const


description: Implementation for sparse array.

code: void GetWeightData ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & SparseData )


description: Implementation for fixed array.

code: void GetWeightData ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, uint8 * Data, int32 Stride )


description: Void GetWeightData(FName LayerName, int32& X1, int32& Y1, int32& X2, int32& Y2, TMap>& SparseData);

code: void GetWeightDataFast ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, uint8 > & SparseData )


description: Void GetWeightData(FName LayerName, int32& X1, int32& Y1, int32& X2, int32& Y2, TArray* Data, int32 Stride);

code: void GetWeightDataFast ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> & SparseData )


code: void GetWeightDataFast ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, uint8 * Data, int32 Stride )


code: void GetWeightDataFast ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * Data, int32 Stride )


code: template<typename TStoreData> void GetWeightDataTempl ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, TStoreData & StoreData )


description: Without data interpolation.

code: template<typename TStoreData> void GetWeightDataTemplFast ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData )


description: Helper accessor

code: uint8 GetWeightMapData ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, int32 TexU, int32 TexV, uint8 Offset, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, uint8 * TextureData )


code: void GetXYOffsetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, FVector2D > & SparseData )


code: void GetXYOffsetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, FVector > & SparseData )


code: void GetXYOffsetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, FVector2D * Data, int32 Stride )


code: void GetXYOffsetData ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, FVector * Data, int32 Stride )


code: void GetXYOffsetDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, FVector2D > & SparseData )


code: void GetXYOffsetDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, FVector > & SparseData )


code: void GetXYOffsetDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, FVector2D * Data, int32 Stride )


code: void GetXYOffsetDataFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, FVector * Data, int32 Stride )


code: template<typename TStoreData> void GetXYOffsetDataTempl ( int32 & X1, int32 & Y1, int32 & X2, int32 & Y2, TStoreData & StoreData )


description: Without data interpolation.

code: template<typename TStoreData> void GetXYOffsetDataTemplFast ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, TStoreData & StoreData )


description: Helper accessor.

code: FVector2D GetXYOffsetmapData ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, int32 TexU, int32 TexV, [FColor](API\Runtime\Core\Math\FColor) * TextureData )


description: Recaclulate normals for the entire landscape.

code: void RecalculateNormals()


code: bool HasLandscapeLayersContent() const


description: Replace/merge a layer (across all edit layers and the main runtime layer)

code: void ReplaceLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * FromLayerInfo, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * ToLayerInfo )


description: Updates weightmaps for all layers. Data points to packed data for all layers in the landscape info.

code: void SetAlphaData ( const [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * > & DirtyLayerInfos, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, const uint8 * Data, int32 Stride, ELandscapeLayerPaintingRestriction PaintingRestriction )


description: Updates weightmap for LayerInfo, optionally adjusting all other weightmaps.

code: void SetAlphaData ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, const uint8 * Data, int32 Stride, ELandscapeLayerPaintingRestriction PaintingRestriction, bool bWeightAdjust, bool bTotalWeightAdjust )


code: void SetDirtyData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, const uint8 * Data, int32 Stride )


description: Switch the layer this interface works in

code: void SetEditLayer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGUID )


code: void SetEditToolTextureData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const uint8 * Data, int32 Stride, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *&([ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *)> GetComponentTexture, TextureGroup InTextureGroup )


description: Heightmap access

code: void SetHeightData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const uint16 * InData, int32 InStride, bool InCalcNormals, const uint16 * InNormalData, const uint16 * InHeightAlphaBlendData, const uint8 * InHeightRaiseLowerData, bool InCreateComponents, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InHeightmap, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InXYOffsetmapTexture, bool InUpdateBounds, bool InUpdateCollision, bool InGenerateMips )


code: void SetSelectData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, const uint8 * Data, int32 Stride )


code: void SetLayerContributionData ( const int32 X1, const int32 Y1, const int32 X2, const int32 Y2, const uint8 * Data, int32 Stride )


description: XYOffsetmap access

code: void SetXYOffsetData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const FVector2D * Data, int32 Stride )


description: XYOffsetmap access

code: void SetXYOffsetData ( int32 X1, int32 Y1, int32 X2, int32 Y2, const FVector * Data, int32 Stride )


code: template<typename T> static void ShrinkData ( [TArray](API\Runtime\Core\Containers\TArray)< T > & Data, int32 OldMinX, int32 OldMinY, int32 OldMaxX, int32 OldMaxY, int32 NewMinX, int32 NewMinY, int32 NewMaxX, int32 NewMaxY )


description: XYOffsetmap access

code: template<typename T> void SetXYOffsetDataTempl ( int32 X1, int32 Y1, int32 X2, int32 Y2, const T * Data, int32 Stride )


description: This constructor will build an interface that works in the current edit layer (uses theALandscapePrivateEditingLayer state)

code: FLandscapeEditDataInterface ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscape, bool bInUploadTextureChangesToGPU )


description: This constructor will build an interface that works in the specified edit layer : InEditLayerGUID

code: FLandscapeEditDataInterface ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * InLandscape, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGUID, bool bInUploadTextureChangesToGPU )


className: FLandscapeEditDataInterface

code: struct FLandscapeEditDataInterface : public [FLandscapeTextureDataInterface](API\Runtime\Landscape\FLandscapeTextureDataInterface)


description: To allow FindByKey etc.

code: bool operator== ( const [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo ) const


code: FLandscapeEditorLayerSettings()


code: FLandscapeEditorLayerSettings ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo, const [FString](API\Runtime\Core\Containers\FString) & InFilePath )


className: FLandscapeEditorLayerSettings

code: struct FLandscapeEditorLayerSettings

LayerInfoObj

type: TObjectPtr<ULa...

ReimportLayerFilePath

type: FString


description: Implements pure virtual function. Insertion logic is left to the user through modal drag + drop dialog.

code: virtual int32 GetOrCreateEditLayer ( [FName](API\Runtime\Core\UObject\FName) InEditLayerName, [ALandscape](API\Runtime\Landscape\ALandscape) * InTargetLandscape )


code: virtual ~FLandscapeEditorServices()


className: FLandscapeEditorServices

code: class FLandscapeEditorServices : public [ILandscapeEditorServices](API\Runtime\Landscape\ILandscapeEditorServices)


className: SelectionType

code: enum SelectionType { ST_NONE = 0, ST_COMPONENT = 1, ST_REGION = 2, }


code: void UpdateDebugColorMaterial ( const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *const Component )


code: void UpdateSelectionMaterial ( int32 InSelectedType, const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *const Component )


className: FLandscapeEditToolRenderData

description: FLandscapeEditToolRenderData

code: struct FLandscapeEditToolRenderData

DataTexture

type: TObjectPtr<UTe...

GizmoMaterial

type: TObjectPtr<UMa...

description: Material used to render the gizmo selection region...

SelectedType

description: Component is selected.

ToolMaterial

description: Material used to render the tool.


className: FLandscapeElementParamArray

code: class FLandscapeElementParamArray : public [FOneFrameResource](API\Runtime\Engine\FOneFrameResource)

ElementParams

type: TArray<FLandsc...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLandscapeFixedGridUniformShaderParameters](API\Runtime\Landscape\FLandscapeFixedGridUniformShader-) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: FileLine

code: static FileLine = builtin_LINE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: static void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


className: StaticType

code: static LANDSCAPE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


code: FLandscapeFixedGridVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FLandscapeFixedGridVertexFactory

description: Vertex factory for fixed grid runtime virtual texture lod

code: class FLandscapeFixedGridVertexFactory : public [FLandscapeVertexFactory](API\Runtime\Landscape\FLandscapeVertexFactory)


code: int32 GetOutdatedGrassMapCount ( bool bInForceUpdate ) const


code: FLandscapeGrassMapsBuilder ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLandscapeGrassMapsBuilder

description: Helper class used to Build or monitor outdated Grass maps of a world

code: class FLandscapeGrassMapsBuilder


code: FLandscapeImportLayerInfo ( [FName](API\Runtime\Core\UObject\FName) InLayerName )


code: FLandscapeImportLayerInfo ( const [FLandscapeInfoLayerSettings](API\Runtime\Landscape\FLandscapeInfoLayerSettings) & InLayerSettings )


code: virtual LANDSCAPE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


className: FLandscapeImportLayerInfo

description: Structure storing Layer Data for import

code: struct FLandscapeImportLayerInfo

LayerData

type: TArray< uint8 >

description: Raw weightmap data.

LayerName

type: FName


code: [FLandscapeEditorLayerSettings](API\Runtime\Landscape\FLandscapeEditorLayerSettings) & GetEditorSettings() const


code: FLandscapeInfoLayerSettings ( [FName](API\Runtime\Core\UObject\FName) InPlaceholderLayerName, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InProxy )


code: FLandscapeInfoLayerSettings ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InProxy )


className: FLandscapeInfoLayerSettings

code: struct FLandscapeInfoLayerSettings

bValid

type: uint32: 1

Owner

type: TObjectPtr<ALa...


className: FLandscapeLayer

code: struct FLandscapeLayer

BlendMode

type: TEnumAsByte< en...

Guid

type: FGuid

HeightmapAlpha

type: float

WeightmapLayerAllocationBlend

type: TMap<TObjectPt...


code: bool AffectsVisibilityLayer() const


code: bool AffectsWeightmapLayer ( const [FName](API\Runtime\Core\UObject\FName) & InWeightmapLayerName ) const


code: [ALandscapeBlueprintBrushBase](API\Runtime\Landscape\ALandscapeBlueprintBrushBase) * GetBrush() const


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * Render ( bool InIsHeightmap, const FIntRect & InLandscapeSize, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InLandscapeRenderTarget, const [FName](API\Runtime\Core\UObject\FName) & InWeightmapLayerName )


code: void SetOwner ( [ALandscape](API\Runtime\Landscape\ALandscape) * InOwner )


code: FLandscapeLayerBrush ( [ALandscapeBlueprintBrushBase](API\Runtime\Landscape\ALandscapeBlueprintBrushBase) * InBlueprintBrush )


className: FLandscapeLayerBrush

code: struct FLandscapeLayerBrush


code: FLandscapeLayerComponentData ( const [FName](API\Runtime\Core\UObject\FName) & InDebugName )


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderLayer ( const FIntRect & InLandscapeSize, const [FLandscapeBrushParameters](API\Runtime\Landscape\FLandscapeBrushParameters) & InParameters )


className: FLandscapeLayerComponentData

code: struct FLandscapeLayerComponentData

DebugName

description: Edit layers are referenced by Guid, this name is just there to provide some insights as to what edit layer name this layer data corresponded to in case of a missing edit layer guid.

HeightmapData

type: FHeightmapData

WeightmapData

type: FWeightmapData


className: FLandscapeLayerStruct

code: struct FLandscapeLayerStruct


description: Returns theFMaterial, without using a fallback if theFMaterialdoesn't have a valid shader map. Can return NULL.

code: virtual const [FMaterial](API\Runtime\Engine\FMaterial) * GetMaterialNoFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: virtual const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: virtual bool GetParameterValue ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


code: FLandscapeLayerUsageRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, int32 InComponentSizeVerts, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & InLayerColors, float InRotation )


className: FLandscapeLayerUsageRenderProxy

code: class FLandscapeLayerUsageRenderProxy : public [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy)


description: Initialization constructor.

code: FLandscapeMaskMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture, const bool InbInverted )


className: FLandscapeMaskMaterialRenderProxy

code: class FLandscapeMaskMaterialRenderProxy : public [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy)

bInverted

type: const bool

Parent

type: constFMaterial...


className: FLandscapeMaterialTextureStreamingInfo


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description: Called when the rendering thread removes the proxy from the scene. This function allows for removing renderer-side resources. Called in the rendering thread.


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.
return true if the primitive should be added to the scene


description: Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.


code: FLandscapeMeshProxySceneProxy ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InComponent, const [FGuid](API\Runtime\Core\Misc\FGuid) & InLandscapeGuid, const [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & InProxySectionsBases, int8 InProxyLOD, uint32 InLODGroupKey )


className: FLandscapeMeshProxySceneProxy

description: FLandscapeMeshProxySceneProxy

code: class FLandscapeMeshProxySceneProxy : public [FStaticMeshSceneProxy](API\Runtime\Engine\FStaticMeshSceneProxy)


className: EType

description: The various types of landscape notifications, ordered by priority (a single notification is displayed at a time).

code: enum EType { ShadingModelInvalid = 0, LandscapeTextureResourcesNotReady, LandscapeBrushResourcesNotReady, GrassRendering, }


className: FConditionCallback

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(void)> FConditionCallback


className: FUpdateTextCallback

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FText](API\Runtime\Core\Internationalization\FText) &)> FUpdateTextCallback


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ALandscape](API\Runtime\Landscape\ALandscape) > GetLandscape() const


code: bool operator== ( const [FLandscapeNotification](API\Runtime\Landscape\FLandscapeNotification) & Other ) const


code: bool operator< ( const [FLandscapeNotification](API\Runtime\Landscape\FLandscapeNotification) & Other ) const


description: Public wrappers for the callback functions.

code: bool ShouldShowNotification() const


description: Constructs a notification which is expected to have a longer lifetime and behave in a dynamic way.

code: FLandscapeNotification ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ALandscape](API\Runtime\Landscape\ALandscape) > & InLandscape, [EType](API\Runtime\Landscape\FLandscapeNotification\EType) InNotificationType, [FConditionCallback](API\Runtime\Landscape\FLandscapeNotification\FConditionCallback) InConditionCallback, [FUpdateTextCallback](API\Runtime\Landscape\FLandscapeNotification\FUpdateTextCallback) InUpdateTextCallback )


className: FLandscapeNotification

code: struct FLandscapeNotification

NotificationStartTime

type: double

description: Determines when a notification should be displayed, ignored if less than 0.

NotificationText

type: FText

description: The text to be displayed.Can either be set by user directly or by setting SetTextCallback at notification construction.


code: void RegisterNotification ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FLandscapeNotification](API\Runtime\Landscape\FLandscapeNotification) > & InNotification )


code: void UnregisterNotification ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FLandscapeNotification](API\Runtime\Landscape\FLandscapeNotification) > & InNotification )


code: ~FLandscapeNotificationManager()


className: FLandscapeNotificationManager

description: FLandscapeNotificationManager: centralizes landscape-related user notifications so that the user doesn't get flooded by toasts when multiple messages from possibly multiple landscapes are tossed around

code: class FLandscapeNotificationManager


code: bool operator== ( const [FLandscapePerLODMaterialOverride](API\Runtime\Landscape\FLandscapePerLODMaterialOverride) & InOther ) const


className: FLandscapePerLODMaterialOverride

code: struct FLandscapePerLODMaterialOverride


code: FLandscapePhysicalMaterialBuilder ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLandscapePhysicalMaterialBuilder

description: Helper class used to Build or monitor Landscape Physical Material

code: class FLandscapePhysicalMaterialBuilder


description: Flush a task to completion. This may stall waiting for completion.

code: void Flush()


description: Get the result data. Assumes thatIsComplete()is true. This doesn'tRelease()the data.

code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > const & GetResultIds() const


code: [TArray](API\Runtime\Core\Containers\TArray)< class [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > const & GetResultMaterials() const


description: Initialize the task for a component. A task in progress can safely callInit()again to rekick the task. Returns false if no physical material needs to be rendered.

code: bool Init ( class [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) const * LandscapeComponent, uint32 InHash )


description: Returns true if the task is complete and the result is available.

code: bool IsComplete() const


description: Is this Task in progress (valid and incomplete)

code: bool IsInProgress() const


description: Returns true ifInit()has been called without aRelease().

code: bool IsValid() const


description: Release the task. After calling thisIsValid()will return false until we callInit()again.

code: void Release()


description: Update a task. Does nothing if the task is complete.

code: void Tick()


code: FLandscapePhysicalMaterialRenderTask()


code: FLandscapePhysicalMaterialRenderTask &40; FLandscapePhysicalMaterialRenderTask const & &41;


code: ~FLandscapePhysicalMaterialRenderTask()


className: FLandscapePhysicalMaterialRenderTask

description: A single task for calculating the landscape physical material. The work uses the GPU so this object handles reading back the data without stalling. We need to callTick()untilIsComplete()returns true. We need to callRelease()after use to prevent leaking of internal objects. All calls are expected to be made on the game thread only.


code: void ForEachComponent ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *)> Func ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & GetComponents() const


code: FLandscapeProxyComponentDataChangedParams ( const [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponents )


description: Helper class to store proxy changes information


code: bool AnySectionsInRangeInclusive ( FIntPoint RangeMin, FIntPoint RangeMax )


code: static void CreateResources ( [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * SectionInfo )


code: const [TResourceArray](API\Runtime\Core\Containers\TResourceArray)< float > & ComputeSectionsLODForView ( const [FSceneView](API\Runtime\Engine\FSceneView) & InView )


code: static void DestroyResources ( [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * SectionInfo )


className: FViewKey

code: typedef uint32 FViewKey


code: static int8 GetLODFromScreenSize ( [LODSettingsComponent](API\Runtime\Landscape\FLandscapeRenderSystem\LODSettingsComponent) LODSettings, float InScreenSizeSquared, float InViewLODScale, float & OutFractionalLOD )


code: [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * GetSectionInfo ( FIntPoint InRenderCoord )


code: int32 GetSectionLinearIndex ( FIntPoint InRenderCoord ) const


code: float GetSectionLODBias ( FIntPoint InRenderCoord ) const


code: float GetSectionLODValue ( const [FSceneView](API\Runtime\Engine\FSceneView) & SceneView, FIntPoint InRenderCoord ) const


code: bool IsValidCoord ( FIntPoint InRenderCoord ) const


className: LODSettingsComponent

code: struct LODSettingsComponent


code: static void RegisterSection ( [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * SectionInfo )


code: void ResizeAndMoveTo ( FIntPoint NewMin, FIntPoint NewMax )


code: void ResizeToInclude ( const FIntPoint & NewCoord )


code: void SetSectionInfo ( FIntPoint InRenderCoord, [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * InSectionInfo )


code: static void UnregisterSection ( [FLandscapeSectionInfo](API\Runtime\Landscape\FLandscapeSectionInfo) * SectionInfo )


code: void UpdateBuffers ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FLandscapeRenderSystem

code: struct FLandscapeRenderSystem

CachedSectionLODValues

type: TMap<FViewKey,...

ComponentOrigin

type: FVector

ComponentResolution

description: Resolution, Origin and Size, for use in LOD Groups to verify that all landscapes are of matching resolutions, orientation and scale.

ForcedLODOverride

description: Forced LOD level which overrides the ForcedLOD level of all the sections under this LandscapeRenderSystem.

Min

type: FIntPoint

SectionLODBiasBuffer

type: FBufferRHIRef

SectionLODBiases

type: TResourceArray<...

SectionLODBiasSRV

type: FShaderResource...

SectionLODUniformBuffer

type: FUniformBufferR...

SectionsRemovedSinceLastCompact

description: Counter used to reduce how often we call compact on the map when removing sections.


description: Called on game thread when view family is about to be rendered.

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


code: const [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FLandscapeRenderSystem](API\Runtime\Landscape\FLandscapeRenderSystem) * > & GetLandscapeRenderSystems() const


description: Called on render thread prior to initializing views.

code: virtual void PreInitViews_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

code: virtual void PreRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view family.

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )