code: FLandscapeSceneViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg )


module: Landscape

code: virtual ~FLandscapeSceneViewExtension()


className: FLandscapeSceneViewExtension

description: FLandscapeSceneViewExtension

code: class FLandscapeSceneViewExtension : public [FSceneViewExtensionBase](API\Runtime\Engine\FSceneViewExtensionBase)


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


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

code: virtual double ComputeSectionResolution() const


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


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


code: virtual int32 GetSectionPriority() const


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

code: void OnRenderCoordsChanged()


code: FLandscapeSectionInfo ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FGuid](API\Runtime\Core\Misc\FGuid) & InLandscapeGuid, const FIntPoint & InComponentBase, uint32 LODGroupKey )


code: virtual ~FLandscapeSectionInfo()


className: FLandscapeSectionInfo

description: FLandscapeSectionInfo

code: class FLandscapeSectionInfo : public [TIntrusiveLinkedList< FLandscapeSectionInfo >](API\Runtime\Core\Containers\TIntrusiveLinkedList)

bRegistered

type: bool

ComponentBase

type: FIntPoint


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLandscapeSectionLODUniformParameters](API\Runtime\Landscape\FLandscapeSectionLODUniformParam-) & 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();


className: NumColumns

code: static NumColumns = 1;


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


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: FLandscapeSectionLODUniformParameters()


className: FLandscapeSectionLODUniformParameters

LandscapeIndex

type: TShaderParamete...

SectionLODBias

type: TShaderResource...


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: FLandscapeSelectMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


className: FLandscapeSelectMaterialRenderProxy

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

Parent

type: constFMaterial...


code: template<typename INDEX_TYPE> void CreateGrassIndexBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FName](API\Runtime\Core\UObject\FName) & InOwnerName )


className: FLandscapeIndexRanges

code: struct FLandscapeIndexRanges


code: FLandscapeSharedBuffers ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, int32 SharedBuffersKey, int32 SubsectionSizeQuads, int32 NumSubsections, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


code: virtual ~FLandscapeSharedBuffers()


className: FLandscapeSharedBuffers

description: FLandscapeSharedBuffers

code: class FLandscapeSharedBuffers : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

FixedGridVertexFactory

type: FLandscapeVerte...

GrassIndexBuffer

type: FIndexBuffer&#...

GrassIndexMipOffsets

type: TArray< int32, ...

IndexRanges

type: FLandscapeIndex...

TileDataBuffer

type: FVertexBuffer&...

TileMesh

type: FRenderResource...


code: [FLandscapeSplineSegmentConnection](API\Runtime\Landscape\FLandscapeSplineSegmentConnectio-) & GetFarConnection() const


code: [FLandscapeSplineSegmentConnection](API\Runtime\Landscape\FLandscapeSplineSegmentConnectio-) & GetNearConnection() const


code: template<typename INDEX_TYPE> void CreateIndexBuffers ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


code: bool operator== ( const [FLandscapeSplineConnection](API\Runtime\Landscape\FLandscapeSplineConnection) & rhs ) const


code: FLandscapeSplineConnection ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * InSegment, int32 InEnd )


className: FLandscapeSplineConnection

code: struct FLandscapeSplineConnection

End

type: uint32: 1

description: Which end of the segment is connected to this control point.

Segment

type: TObjectPtr<ULa...

description: Segment connected to this control point.


code: FLandscapeSplineInterpPoint ( FVector InCenter, FVector InLeft, FVector InRight, FVector InFalloffLeft, FVector InFalloffRight, FVector InLayerLeft, FVector InLayerRight, FVector InLayerFalloffLeft, FVector InLayerFalloffRight, float InStartEndFalloff )


className: FLandscapeSplineInterpPoint

code: struct FLandscapeSplineInterpPoint

Center

type: FVector

description: Center Point

FalloffLeft

description: Left Falloff Point

FalloffRight

description: Right FalloffPoint

LayerFalloffLeft

description: Left Layer Falloff Point

LayerFalloffRight

description: Right Layer FalloffPoint

LayerLeft

description: Layer Left Point

LayerRight

description: Layer Right Point

Left

description: Left Point

Right

description: Right Point

StartEndFalloff

type: float

description: Start/End Falloff fraction


className: FLandscapeSplineMeshEntry

code: struct FLandscapeSplineMeshEntry

bCenterH

description: Whether to automatically center the mesh horizontally on the spline

bScaleToWidth

description: Whether to scale the mesh to fit the width of the spline

CenterAdjust

description: Tweak to center the mesh correctly on the spline

ForwardAxis

type: TEnumAsByte<ES...

description: Chooses the forward axis for the spline mesh orientation

MaterialOverrides

type: TArray<TObject...

description: Overrides mesh's materials

Mesh

type: TObjectPtr<USt...

description: Mesh to use on the spline

Scale

description: Scale of the spline mesh, (Z=Forwards)

UpAxis

description: Chooses the up axis for the spline mesh orientation


code: FLandscapeSplineSegmentConnection()


description: Export static lighting mesh instance data to an exporter

code: virtual void ExportMeshInstance ( FLightmassExporter * Exporter ) const


code: void GetHeightmapData ( int32 InLOD, int32 GeometryLOD )


description: Fills in the static lighting vertex data for the Landscape vertex.

code: void GetStaticLightingVertex ( int32 VertexIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutVertex ) const


description: Accesses a triangle.

code: virtual void GetTriangle ( int32 TriangleIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV0, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV1, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV2 ) const


description: Accesses a triangle.

code: virtual void GetTriangleIndices ( int32 TriangleIndex, int32 & OutI0, int32 & OutI1, int32 & OutI2 ) const


description:
Checks if a line segment intersects the mesh.
The intersection of the light-ray with the mesh.

code: virtual [FLightRayIntersection](API\Runtime\Engine\FLightRayIntersection) IntersectLightRay ( const FVector & Start, const FVector & End, bool bFindNearestIntersection ) const


className: LandscapeUpscaleHeightDataCache

description: Cache data for Landscape upscaling data.

code: static [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [FColor](API\Runtime\Core\Math\FColor) > LandscapeUpscaleHeightDataCache;


className: LandscapeUpscaleXYOffsetDataCache

code: static [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [FColor](API\Runtime\Core\Math\FColor) > LandscapeUpscaleXYOffsetDataCache;


description: Initialization constructor.

code: FLandscapeStaticLightingMesh ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, int32 InExpandQuadsX, int32 InExpandQuadsY, float LightMapRatio, int32 InLOD )


code: virtual ~FLandscapeStaticLightingMesh()


className: FLandscapeStaticLightingMesh

description: Represents the triangles of a Landscape component to the static lighting system.

code: class FLandscapeStaticLightingMesh : public [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh)

bReverseWinding

type: bool

HeightData

type: TArray<FColor...

LandscapeComponent

type: ULandscapeCompo...

LocalToWorld

type: FTransform

description: FLandscapeStaticLightingMeshData.

NumVertices

description: Cache.


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: virtual void Apply ( [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


className: FLandscapeSplineSegmentConnection

ControlPoint

description: Control point connected to this end of the segment.

SocketName

type: FName

description: Socket on the control point that we are connected to.

TangentLen

description: Tangent length of the connection.


description: Export static lighting mapping instance data to an exporter

code: virtual void ExportMapping ( FLightmassExporter * Exporter )


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


description: A texture mapping for landscapes Initialization constructor.

code: FLandscapeStaticLightingTextureMapping ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InPrimitive, [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, int32 InLightMapWidth, int32 InLightMapHeight, bool bPerformFullQualityRebuild )


className: FLandscapeStaticLightingTextureMapping

description: A texture mapping for landscapes

code: class FLandscapeStaticLightingTextureMapping : public [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping)


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, uint32 SaveOverrideFlags )


code: struct FLandscapeTexture2DMipMap

bCompressed

description: Whether the bulk data is compressed or not

BulkData

type: FByteBulkData

SizeX

description: Width of the mip-map.

SizeY

description: Height of the mip-map.


code: void AddMipUpdateRegion ( int32 MipNum, int32 InX1, int32 InY1, int32 InX2, int32 InY2 )


className: FMipInfo

code: struct FMipInfo

MipData

type: void *

MipUpdateRegions

type: TArray<FUpdate...


code: void * GetMipData ( int32 MipNum )


code: int32 GetMipSizeY ( int32 MipNum ) const


code: int32 GetMipSizeX ( int32 MipNum ) const


description: Returns true if we need to block on the render thread before unlocking the mip data

code: bool UpdateTextureData()


code: FLandscapeTextureDataInfo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture, bool bShouldDirtyPackage )


code: virtual ~FLandscapeTextureDataInfo()


className: FLandscapeTextureDataInfo

code: struct FLandscapeTextureDataInfo


description: Texture bulk operations for weightmap reallocation.

code: void CopyTextureChannel ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, int32 DestChannel, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Src, int32 SrcChannel )


code: void CopyTextureFromHeightmap ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Comp, int32 MipIndex )


code: void CopyTextureFromHeightmap ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, int32 DestChannel, [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Comp, int32 SrcChannel )


code: void CopyTextureFromWeightmap ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, int32 DestChannel, [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Comp, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo )


code: void CopyTextureFromWeightmap &40; FLandscapeTextureDataInfo &42; DestDataInfo, int32 DestChannel, ULandscapeComponent &42; Comp, ULandscapeLayerInfoObject &42; LayerInfo, int32 MipIndex &41;


code: void CopyTextureFromWeightmap ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, int32 DestChannel, [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Comp, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, int32 MipIndex )


code: bool EqualTextureValue ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Src, [FColor](API\Runtime\Core\Math\FColor) Value )


code: template<typename TData> bool EqualTextureValueTempl ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Src, TData Value )


description: Flush texture updates.

code: void Flush()


description: Texture data access.

code: [FLandscapeTextureDataInfo](API\Runtime\Landscape\FLandscapeTextureDataInfo) * GetTextureDataInfo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


code: bool GetShouldDirtyPackage() const


code: void SetShouldDirtyPackage ( bool bValue )


code: void SetTextureValue ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, [FColor](API\Runtime\Core\Math\FColor) Value )


code: void ZeroTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest )


code: template<typename TData> void SetTextureValueTempl ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, TData Value )


code: void ZeroTextureChannel ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Dest, int32 DestChannel )


code: FLandscapeTextureDataInterface ( bool bInUploadTextureChangesToGPU )


className: FLandscapeTextureDataInterface

code: struct FLandscapeTextureDataInterface


description: Abort anything that could be stalling the update inPollMips(). Called from an async task. Expected behavior is to cancel any pending IO operations. Called when the FTextureStreamIn update is cancelled and the current step is to be waiting on uponPollMips(). This is becauseCancel()can only be executed when any pending operations are completed (seeFTextureUpdateSyncOptions).

code: virtual void AbortPollMips()


description: Cancel the progression and release any temporary resources. Called within the FTextureStreamIn update when the stream in request is aborted or cannot complete correctly TheCancel()function is called on the thread returned byGetCancelThread().

code: virtual void Cancel ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Release any temporary data and objects that where used for the update. Final step executed after the texture has been updated correctly.

code: virtual void CleanUp ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Returns on which threadCancel()must be called in the texture update (from FTextureStreamIn) to release ressources safely and correctly.ETickThread::Nonewhen ready to delete this.

code: virtual [ETickThread](API\Runtime\Engine\Streaming\FTextureMipDataProvider\ETickThread) GetCancelThread() const


description: Return the next value StartingMipIndex (for the next provider). Must be FTextureUpdateContext::CurrentFirstMipIndex to indicate that all mips have been handled.

code: virtual int32 GetMips ( const [FTextureUpdateContext](API\Runtime\Engine\Streaming\FTextureUpdateContext) & Context, int32 StartingMipIndex, const FTextureMipInfoArray & MipInfos, const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: *********FLandscapeTextureStorageMipProviderimplementation **********

code: virtual void Init ( const [FTextureUpdateContext](API\Runtime\Engine\Streaming\FTextureUpdateContext) & Context, const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


className: FLandscapeTextureStorageMipProvider

code: class FLandscapeTextureStorageMipProvider : public [FTextureMipDataProvider](API\Runtime\Engine\Streaming\FTextureMipDataProvider)


description: Return true unless the texture update needs to be aborted because the mip won't be updated correctly (for example IO error).

code: virtual bool PollMips ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


code: FLandscapeTextureStorageMipProvider ( [ULandscapeTextureStorageProviderFactory](API\Runtime\Landscape\ULandscapeTextureStorageProvider-) * InFactory )


code: ~FLandscapeTextureStorageMipProvider()


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


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


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


className: zzMemberIdHeightmapTextureSampler


className: zzMemberIdLandscapeLightmapScaleBias


className: zzMemberIdLocalToWorldNoScaling


className: zzMemberIdNormalmapTextureSampler


className: zzMemberIdSubsectionSizeVertsLayerUVPan


className: zzMemberIdSubsectionOffsetParams


className: zzMemberIdVirtualTexturePerPixelHeight


className: zzMemberIdXYOffsetmapTextureSampler


code: FLandscapeUniformShaderParameters()


className: FLandscapeUniformShaderParameters

code: class FLandscapeUniformShaderParameters

ComponentBaseX

type: TShaderParamete...

HeightmapTexture

type: TShaderResource...


className: FLandscapeVertex

code: struct FLandscapeVertex


description: Initialize the RHI for this rendering resource

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


description: Destructor.

code: virtual ~FLandscapeVertexBuffer()


description: Constructor.

code: FLandscapeVertexBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, int32 InNumVertices, int32 InSubsectionSizeVerts, int32 InNumSubsections, const [FName](API\Runtime\Core\UObject\FName) & InOwnerName )


className: FLandscapeVertexBuffer

description: FLandscapeVertexBuffer

code: class FLandscapeVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: Deprecated*FLandscapeVertexBufferMobileis now deprecated and will be removed.

code: static void UpdateMemoryStat ( int32 Delta )


description: Constructor.

code: FLandscapeVertexBufferMobile ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > InVertexData )


description: Destructor.

code: virtual ~FLandscapeVertexBufferMobile()


className: FLandscapeVertexBufferMobile

description: FLandscapeVertexBuffer

code: class FLandscapeVertexBufferMobile : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: Copy the data from another vertex factory

code: void Copy ( const [FLandscapeVertexFactory](API\Runtime\Landscape\FLandscapeVertexFactory) & Other )


className: FDataType

code: struct FDataType

PositionComponent

type: FVertexStreamCo...

description: The stream to read the vertex position from.


description: Get vertex elements used when during PSO precaching materials using this vertex factory type

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.


description: Can be overridden byFVertexFactorysubclasses to modify their compile environment just before compilation occurs.

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


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


description: Prepares the resource for deletion. This is only called by the rendering thread.

code: virtual void ReleaseResource()


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


description: An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.

code: void SetData ( const [FDataType](API\Runtime\Landscape\FLandscapeVertexFactory\FDataType) & InData )


className: StaticType

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


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


className: FLandscapeVertexFactory

description: Vertex factory for VTF-heightmap terrain

code: class FLandscapeVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

Data

type: FDataType

description: Stream component data bound to this vertex factory


code: virtual ~FLandscapeVertexFactory()


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


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


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


className: FileName

code: static FileName = builtin_FILE();


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdSubXY

code: typedef zzFirstMemberId zzMemberIdSubXY


code: FLandscapeVertexFactoryMVFParameters()


className: FLandscapeVertexFactoryMVFParameters


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: void GetElementShaderBindings ( const class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * InView, const class [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) * Shader, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, class [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams ) const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


description: Pixel shader parameters for use withFLandscapeVertexFactory

code: class FLandscapeVertexFactoryPixelShaderParameters : public [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters)


description: Bind shader constants by name

code: void Bind ( const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap )


code: class FLandscapeVertexFactoryVertexShaderParameters : public [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters)


description: Helper to provide a standard ordering for vertex arrays.

code: static int32 GetVertexIndex ( [FLandscapeVertexRef](API\Runtime\Landscape\FLandscapeVertexRef) Vert, int32 SubsectionCount, int32 SubsectionVerts )


className: FLandscapeVertexRef

description: Used to uniquely reference a landscape vertex in a component.

code: struct FLandscapeVertexRef

SubX

type: uint32:  8


code: FLandscapeVertexRef ( int16 InX, int16 InY, int8 InSubX, int8 InSubY )


code: void Init ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * LandscapeComponent, [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * ProxyIn )


className: FLandscapeVisibilityHelper

description: FLandscapeVisibilityHelper

code: class FLandscapeVisibilityHelper


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


className: StaticType

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


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


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


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


code: FOnHeightmapStreamedContext ( const FBox2D & updateRegion, const [TSet](API\Runtime\Core\Containers\TSet)< class [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & landscapeComponentsInvolved )


code: const FBox2D & GetUpdateRegion() const


className: FOnHeightmapStreamedContext

code: struct FOnHeightmapStreamedContext


code: FScopedSetLandscapeEditingLayer ( [ALandscape](API\Runtime\Landscape\ALandscape) * InLandscape, const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGUID, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: ~FScopedSetLandscapeEditingLayer()


className: FLandscapeXYOffsetVertexFactory

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


className: FScopedSetLandscapeEditingLayer

code: class FScopedSetLandscapeEditingLayer


code: int8 & operator[] ( int32 Index )


code: const int8 operator[] ( int32 Index ) const


className: FTextureCopyChannelMapping

description: Represents the DestinationChannel->SourceChannel binding.DestinationChannel is used as index. For example if the source channel is 1 and the destination channel is 2, then Mappings[2] == 1.

code: struct FTextureCopyChannelMapping


className: FTextureCopyRequest

code: struct FTextureCopyRequest


className: FWeightmapData

code: struct FWeightmapData

LayerAllocations

type: TArray<FWeight...


code: bool operator== ( const [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) & RHS ) const


code: FWeightmapLayerAllocationInfo ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * InLayerInfo )


code: FWeightmapLayerAllocationInfo()


className: Type

code: typedef class FLandscapeActorDesc Type


className: FWeightmapLayerAllocationInfo

description: Stores information about which weightmap texture and channel each layer is stored

code: struct FWeightmapLayerAllocationInfo

LayerInfo

type: TObjectPtr<ULa...


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


description: Override to change the mouse based on what it is hovering over.


code: template<> struct FWorldPartitionActorDescType< ALandscapeProxy >


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HLandscapeSplineProxy ( [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * SplineComponent, EHitProxyPriority InPriority )


className: HLandscapeSplineProxy

code: struct HLandscapeSplineProxy : public [HActor](API\Runtime\Engine\HActor)


code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: HLandscapeSplineProxy_ControlPoint ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * InControlPoint )


code: HLandscapeSplineProxy_Segment ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * InSplineSegment )


code: struct HLandscapeSplineProxy_Segment : public [HLandscapeSplineProxy](API\Runtime\Landscape\HLandscapeSplineProxy)


code: struct HLandscapeSplineProxy_ControlPoint : public [HLandscapeSplineProxy](API\Runtime\Landscape\HLandscapeSplineProxy)


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


code: HLandscapeSplineProxy_Tangent ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * InSplineSegment, bool InEnd )


code: struct HLandscapeSplineProxy_Tangent : public [HLandscapeSplineProxy](API\Runtime\Landscape\HLandscapeSplineProxy)

End

type: uint32: 1


code: virtual ~ILandscapeEditorServices()


className: ILandscapeEditorServices

code: class ILandscapeEditorServices


description:
Attempts to find an edit layer named InEditLayerName in InTargetLandscape. Creates the layer if it does not exist.
The index at which the edit layer named InEditLayerName exists

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


code: const [FLandscapeLayer](API\Runtime\Landscape\FLandscapeLayer) * GetLandscapeSelectedLayer() const


code: [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * GetSelectedLandscapeLayerInfo() const


code: void OnCanHaveLayersContentChanged()


className: ILandscapeEdModeInterface

description: Landscape EdMode Interface (used byALandscapein Editor mode to access EdMode properties)

code: class ILandscapeEdModeInterface


code: [ILandscapeEditorServices](API\Runtime\Landscape\ILandscapeEditorServices) * GetLandscapeEditorServices() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLandscapeSceneViewExtension](API\Runtime\Landscape\FLandscapeSceneViewExtension), ESPMode::ThreadSafe > GetLandscapeSceneViewExtension() const


code: void SetLandscapeEditorServices ( [ILandscapeEditorServices](API\Runtime\Landscape\ILandscapeEditorServices) * InLandscapeEditorServices )


className: ILandscapeModule

description: Landscape module interface

code: class ILandscapeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


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


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


description: Reserved 2 bits for other purpose Most significant bit - Visibility, 0 is visible(default), 1 is invisible 2nd significant bit - Triangle flip, not implemented yet

code: namespace LandscapeDataAccess { float LandscapeDataAccess::GetLocalHeight ( uint16 Height ) }


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


code: virtual FTransform LandscapeActorToWorld() const


code: namespace LandscapeDataAccess { [FColor](API\Runtime\Core\Math\FColor) LandscapeDataAccess::PackHeight ( uint16 Height ) }


className: ILandscapeSplineInterface

code: class ILandscapeSplineInterface

SupportsForeignSplineMesh

type: void virtual Up...


code: namespace LandscapeDataAccess { uint16 LandscapeDataAccess::GetTexHeight ( float Height ) }


code: namespace LandscapeDataAccess { FVector LandscapeDataAccess::UnpackNormal ( const [FColor](API\Runtime\Core\Math\FColor) & InHeightmapSample ) }


code: namespace LandscapeDataAccess { float LandscapeDataAccess::UnpackHeight ( const [FColor](API\Runtime\Core\Math\FColor) & InHeightmapSample ) }


description: Optional call to allow garbage collection of anyFLandscapePhysicalMaterialRenderTaskresources and check for leaks.

code: namespace LandscapePhysicalMaterial { void LandscapePhysicalMaterial::GarbageCollectTasks() }


code: FGrassInput ( [FName](API\Runtime\Core\UObject\FName) InName )


className: FGrassInput

code: struct FGrassInput

Input

type: FExpressionInpu...


className: FLayerBlendInput

code: struct FLayerBlendInput

BlendType

type: TEnumAsByte< EL...

ConstHeightInput

type: float

description: Only used if HeightInput is not hooked up

ConstLayerInput

type: FVector

description: Only used if LayerInput is not hooked up


className: FPhysicalMaterialInput

description: Structure linking a material expression input with a physical material. For use byUMaterialExpressionLandscapePhysicalMaterialOutput.

code: struct FPhysicalMaterialInput

PhysicalMaterial

type: TObjectPtr< cla...


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


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


code: virtual [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetInput ( int32 InputIndex )


description: Get the expression inputs supported by this expression (Note: property inputs NOT included).

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FExpressionInput](API\Runtime\Engine\FExpressionInput) * > GetInputsView()


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


code: virtual uint32 GetInputType ( int32 InputIndex )


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


description: Custom output node to write out physical material weights. This can be used to generate the dominant physical material for each point on a landscape. Note that the use of a material output node to generate this information is optional and when a node of this type is not present we fall back on a CPU path which analyzes landscape layer data.

Inputs

type: TArray<FPhysic...

description: Array of physical material inputs.


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

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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


description: Override to limit the maximum number of outputs.

code: virtual int32 GetMaxOutputs() const


className: MaxGrassTypes

description: Maximum number of supported grass types on a given landscape material. Whenever adjusting this, make sure to update LandscapeGrassWeight.usf accordingly:

code: static constexpr int32 MaxGrassTypes = 32;


className: PinDefaultName

code: static [FName](API\Runtime\Core\UObject\FName) PinDefaultName = TEXT("Input");


code: void ValidateInputName ( [FGrassInput](API\Runtime\Landscape\Materials\FGrassInput) & Input ) const


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


className: UMaterialExpressionLandscapeGrassOutput

code: class UMaterialExpressionLandscapeGrassOutput : public [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput)

GrassTypes

type: TArray<FGrassI...


description: Returns true ifGetReferencedTexture()can ever return a valid pointer.

code: virtual bool CanReferenceTexture() const


code: int32 Compile &40; class FMaterialCompiler &42; Compiler, int32 OutputIndex, bool bForPreview &41;


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: virtual uint32 GetOutputType ( int32 InputIndex )


description: Gets the landscape layer names

code: virtual void GetLandscapeLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLayers ) const


description: Callback to get any texture reference this expression emits. This is used to link the compiled uniform expressions with their default texture values. AnyUMaterialExpressionwhose compilation creates a texture uniform expression (eg Compiler->Texture, Compiler->TextureParameter) must implement this.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetReferencedTexture() const


description: Marks certain expression types as outputting material attributes. Allows the material editor preview material to know if it should use its material attributes pin.

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


className: UMaterialExpressionLandscapeLayerBlend

code: class UMaterialExpressionLandscapeLayerBlend : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Layers

type: TArray<FLayerB...


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


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


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


className: UMaterialExpressionLandscapeLayerCoords

code: class UMaterialExpressionLandscapeLayerCoords : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

CustomUVType

type: TEnumAsByte< en...

description: Determines the mapping place to use on the terrain.

MappingPanU

description: Offset to apply to the mapping along U.

MappingPanV

description: Offset to apply to the mapping along V.

MappingRotation

description: Rotation to apply to the mapping.

MappingScale

description: Uniform scale to apply to the mapping.


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


description: Returns the current 'name' of the node (typically a parameter name). Only valid to call on a node that previously returnedCanRenameNode()= true.

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


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


description: Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returnedCanRenameNode()= true.

code: virtual void SetEditableName ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description:
MatchesSearchQuery: Check this expression to see if it matches the search query
true if the expression matches the search query

code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


className: UMaterialExpressionLandscapeLayerSample

code: class UMaterialExpressionLandscapeLayerSample : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

ParameterName

type: FName


code: virtual bool CanReferenceTexture() const


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Gets the landscape layer names

code: virtual void GetLandscapeLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLayers ) const


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 InputIndex )


code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetReferencedTexture() const


description: Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

code: virtual void PostLoad()


code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


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


className: UMaterialExpressionLandscapeLayerSwitch

code: class UMaterialExpressionLandscapeLayerSwitch : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


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


code: virtual void SetEditableName ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


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


className: UMaterialExpressionLandscapeLayerWeight

code: class UMaterialExpressionLandscapeLayerWeight : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

ConstBase

description: Only used if Base is not hooked up


code: virtual bool CanReferenceTexture() const


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Gets the landscape layer names

code: virtual void GetLandscapeLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLayers ) const


className: ParameterName

code: static [FName](API\Runtime\Core\UObject\FName) ParameterName = FName("__LANDSCAPE_VISIBILITY__");


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


code: class UMaterialExpressionLandscapeVisibilityMask : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description: Get the max draw distance to use in the main pass when also rendering to a runtime virtual texture. This is combined with the other max draw distance settings.

code: virtual float GetVirtualTextureMainPassMaxDrawDistance() const


description: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


description: Return true if the owner is selected and this component is selectable

code: virtual bool ShouldRenderSelected() const


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


className: UControlPointMeshComponent

code: class UControlPointMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)

VirtualTextureMainPassMaxDrawDistance

description: The max draw distance to use in the main pass when also rendering to a runtime virtual texture.


code: namespace UE { namespace Landscape { enum EOutdatedDataFlags { None = 0, GrassMaps = (1 << 0), PhysicalMaterials = (1 << 1), NaniteMeshes = (1 << 2), All = (GrassMaps | PhysicalMaterials | NaniteMeshes ), } } }


code: namespace UE { namespace Landscape { [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) & UE::Landscape::operator^= ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) & Lhs, [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Rhs ) } }


code: namespace UE { namespace Landscape { constexpr [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) UE::Landscape::operator& ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Lhs, [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Rhs ) } }


code: namespace UE { namespace Landscape { constexpr [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) UE::Landscape::operator^ ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Lhs, [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Rhs ) } }


code: namespace UE { namespace Landscape { constexpr bool UE::Landscape::operator! ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) E ) } }


code: void AddDefaultLayerData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid, const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponentsUsingHeightmap, [TMap](API\Runtime\Core\Containers\TMap)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & InOutCreatedHeightmapTextures )


code: namespace UE { namespace Landscape { constexpr [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) UE::Landscape::operator~ ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) E ) } }


code: void AddLayerData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid, const [FLandscapeLayerComponentData](API\Runtime\Landscape\FLandscapeLayerComponentData) & InData )


description: Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. Used to preserve hidden level data in lighting scenario.

code: virtual void AddMapBuildDataGUIDs ( [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InGUIDs ) const


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Are the textures we need to render a grassmap currently streamed in?


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: namespace UE { namespace Landscape { [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) & UE::Landscape::operator&= ( [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) & Lhs, [EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) Rhs ) } }


description: Could a grassmap currently be generated, disregarding whether our textures are streamed in?

code: bool CanRenderGrassMap() const


description: Returns true if we can currently update physical materials.

code: bool CanUpdatePhysicalMaterial()


description: Generate mobile data if it's missing or outdated

code: void CheckGenerateMobilePlatformData ( bool bIsCooking, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Clears component's dirtied collision region (used by Layer System)

code: void ClearDirtyCollisionHeightData()


code: void ClearUpdateFlagsForModes ( uint32 InModeMask )


description: Returns true if this component has visibility painted


code: uint32 ComputeLayerHash ( bool InReturnEditingHash ) const


code: void CopyFinalLayerIntoEditingLayer ( [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & DataInterface, [TSet](API\Runtime\Core\Containers\TSet)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & ProcessedHeightmaps )


description: Generate empty mipmaps for weightmap

code: static void CreateEmptyTextureMips ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, bool bClear )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Deletes a material layer from the current edit layer on this component, removing all its data, adjusting other layer's weightmaps if necessary, etc.

code: void DeleteLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & LandscapeEdit )


description: Deletes a layer from this component, but doesn't do anything else (assumes the user knows what he's doing, use DeleteLayer otherwise)

code: void DeleteLayerAllocation ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid, int32 InLayerAllocationIdx, bool bInShouldDirtyPackage )


description: Deletes a material layer from the specified edit layer on this component, removing all its data, adjusting other layer's weightmaps if necessary, etc.

code: void DeleteLayerInternal ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & LandscapeEdit, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid )


description: Deletes Collision Component

code: void DestroyCollisionData()


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

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Gets the landscape paint layer weight value at the given position using layer name. Returns 0 in case it fails.

code: float EditorGetPaintLayerWeightByNameAtLocation ( const FVector & InLocation, const [FName](API\Runtime\Core\UObject\FName) InPaintLayerName )


description: Gets the landscape paint layer weight value at the given position using LandscapeLayerInfo . Returns 0 in case it fails.

code: float EditorGetPaintLayerWeightAtLocation ( const FVector & InLocation, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * PaintLayer )


description: Fills a layer to 100% on this component, adding it if needed and removing other layers that get painted away. Uses the edit layer specified by LandscapeEdit.

code: void FillLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & LandscapeEdit )


description: Fix up component layers, weightmaps

code: void FixupWeightmaps()


description: Write the physical materials into the LandscapeComponent from the Render & Immediately Rebuild physics if requested

code: void FinalizePhysicalMaterial ( bool bInImmediatePhysicsRebuild )


code: void ForEachLayer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FGuid](API\Runtime\Core\Misc\FGuid) &, struct [FLandscapeLayerComponentData](API\Runtime\Landscape\FLandscapeLayerComponentData) &)> Fn )


description: Generate mipmaps for height and tangent data.

code: void GenerateHeightmapMips ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) * > & HeightmapTextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2, [FLandscapeTextureDataInfo](API\Runtime\Landscape\FLandscapeTextureDataInfo) * TextureDataInfo )


description: Generate mipmaps for weightmap Assumes all weightmaps are unique to this component.

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> static void GenerateMipsTempl ( int32 InNumSubsections, int32 InSubsectionSizeQuads, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * WeightmapTexture, [DataType](API\Plugins\OptimusCore\DataType) * BaseMipData )


code: void GenerateMobilePlatformPixelData ( bool bIsCooking, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Fix up component layers, weightmaps

code: void FixupWeightmaps ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid )


code: static void GenerateWeightmapMips ( int32 InNumSubsections, int32 InSubsectionSizeQuads, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * WeightmapTexture, [FColor](API\Runtime\Core\Math\FColor) * BaseMipData )


description: Generates mobile platform data for this component.


description: Helper function for UpdateMaterialInstance to get Material without set parameters

code: [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * GetCombinationMaterial ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * InMaterialUpdateContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & Allocations, int8 InLODIndex, bool bMobile ) const


description: Returns the 2D bounds of this component (in landscape quads)

code: FIntRect GetComponentExtent() const


description: Extends passed region with this component's 2D bounds (values are in landscape quads)

code: void GetComponentExtent ( int32 & MinX, int32 & MinY, int32 & MaxX, int32 & MaxY ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & GetCurrentRuntimeWeightmapLayerAllocations() const


description: Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. Allows the HLOD system to include whatever is needed to represent a component at a distance. For example, this is currently used to build custom HLODs for landscape streaming proxies. This could be used to generate fake lights, represent custom FX at a distance, or even to insert externally generated HLODs.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetCustomHLODBuilderClass() const


description: Get the Landscape Actor's editing layer data


code: const [FLandscapeLayerComponentData](API\Runtime\Landscape\FLandscapeLayerComponentData) * GetEditingLayer() const


description: Get the Landscape Actor's editing layer GUID


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * > GetGeneratedMaterialInstances() const


description: Returns all generated textures and material instances used by this component.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > GetGeneratedTextures() const


code: void GetGeneratedTexturesAndMaterialInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutTexturesAndMaterials ) const


description: Returns the heightmap for this component. If InReturnEditingHeightmap is passed, returns the currently active edit layer's heightmap :

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetHeightmap ( bool InReturnEditingHeightmap ) const


description: Returns the heightmap for this component and the edit layer specified by InLayerGuid. If InLayerGuid is invalid, returns the final (base) heightmap :

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetHeightmap ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid ) const


description: Get the landscape actor associated with this component.

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


code: void GetLandscapeComponentNeighbors3x3 ( [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *, 9 > & OutNeighborComponents ) const


code: void GetLandscapeComponentNeighborsToRender ( [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & NeighborComponents ) const


code: void GetLandscapeComponentWeightmapsToRender ( [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & WeightmapComponents ) const


description: Returns the components's LandscapeHoleMaterial, or the Component's OverrideLandscapeHoleMaterial if set

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


description: Gets the landscape info object for this landscape

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


description: Returns the component's LandscapeMaterial, or the Component's OverrideLandscapeMaterial if set

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


description: Gets the landscape proxy actor which owns this component

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetLandscapeProxy() const


description: Generate a key for this component's layer allocations to use with MaterialInstanceConstantMap.

code: static [FString](API\Runtime\Core\Containers\FString) GetLayerAllocationKey ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & Allocations, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * LandscapeMaterial, bool bMobile )


code: const [FLandscapeLayerComponentData](API\Runtime\Landscape\FLandscapeLayerComponentData) * GetLayerData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid ) const


code: [FLandscapeLayerComponentData](API\Runtime\Landscape\FLandscapeLayerComponentData) * GetLayerData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: void GetLayerDebugColorKey ( int32 & R, int32 & G, int32 & B ) const


code: float GetLayerWeightAtLocation ( const FVector & InLocation, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * LayerCache, bool bUseEditingWeightmap )


description: Get the level in which the owning actor resides

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevel() const


description: Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.

code: virtual void GetLightAndShadowMapMemoryUsage ( int32 & LightMapMemoryUsage, int32 & ShadowMapMemoryUsage ) const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetLightingGuid() const


description:
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. 0 if not supported or no static shadowing.
bool true if LightMap values are padded, false if not

code: virtual bool GetLightMapResolution ( int32 & Width, int32 & Height ) const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


code: [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * GetMaterialInstance ( int32 InIndex, bool InDynamic ) const


description: Gets the landscape material instance dynamic for this component

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetMaterialInstanceDynamic ( int32 InIndex ) const


code: int32 GetMaterialInstanceCount ( bool InDynamic ) const


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


code: const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshMapBuildData() const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


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


description: Get the physical materials that are configured by the landscape component graphical material. Returns false if there are no non-null physical materials. (We probably don't want to use if no physical material connections are bound.)

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


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the array of runtime virtual textures into which we render the mesh for this actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * > const & GetRuntimeVirtualTextures() const


description: Component section base as FIntPoint

code: FIntPoint GetSectionBase() const


code: virtual void GetStaticLightingInfo ( [FStaticLightingPrimitiveInfo](API\Runtime\Engine\FStaticLightingPrimitiveInfo) & OutPrimitiveInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, const [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


description:
Requests whether the component will use texture, vertex or no lightmaps.
ELightMapInteractionType The type of lightmap interaction the component will use.

code: virtual ELightMapInteractionType GetStaticLightingType() const


description:
Returns the static lightmap resolution used for this primitive. 0 if not supported or no static shadowing.
int32 The StaticLightmapResolution for the component

code: virtual int32 GetStaticLightMapResolution() const


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


code: void GetUsedPaintLayers ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid, [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * > & OutUsedLayerInfos ) const


description: Get the runtime virtual texture pass settings.

code: virtual ERuntimeVirtualTextureMainPassType GetVirtualTextureRenderPassType() const


code: [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * GetVisibilityLayer() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & GetWeightmapLayerAllocations ( bool InReturnEditingWeightmap )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & GetWeightmapLayerAllocations ( bool InReturnEditingWeightmap ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & GetWeightmapLayerAllocations ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & GetWeightmapLayerAllocations ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) > > & GetWeightmapTextures ( bool InReturnEditingWeightmap )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & GetWeightmapTextures ( bool InReturnEditingWeightmap ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) > > & GetWeightmapTextures ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & GetWeightmapTextures ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) > > & GetWeightmapTexturesUsage ( bool InReturnEditingWeightmap )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) * > & GetWeightmapTexturesUsage ( bool InReturnEditingWeightmap ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) > > & GetWeightmapTexturesUsage ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) * > & GetWeightmapTexturesUsage ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid ) const


description: Initialize the landscape component

code: void Init ( int32 InBaseX, int32 InBaseY, int32 InComponentSizeQuads, int32 InNumSubsections, int32 InSubsectionSizeQuads )


code: void InitHeightmapData ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & Heights, bool bUpdateCollision )


code: void InitializeLayersWeightmapUsage ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: void InitWeightmapData ( [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * > & LayerInfos, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 > > & Weights )


description: Called when this actor component has moved, allowing it to discard statically cached lighting information.

code: virtual void InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly )


description: Is the grassmap data outdated, eg by a material

code: bool IsGrassMapOutdated() const


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: Returns true if the component has a valid LandscapeHoleMaterial


description: True if our precomputed lighting is up to date

code: virtual bool IsPrecomputedLightingValid() const


description: Currently this only implemented properly for the editor selectable primitives.

code: virtual bool IsShown ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags ) const


description: True if the component's landscape material supports grass

code: bool MaterialHasGrass() const


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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 applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Called to update any visuals needed for a feature level change

code: virtual void PreFeatureLevelChange ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) PendingFeatureLevel )


description: Updates any visuals after the lighting has changed


description: Create weightmaps for this component for the layers specified in the WeightmapLayerAllocations array, works in the landscape current edit layer when InCanUseEditingWeightmap is true

code: void ReallocateWeightmaps ( [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) * DataInterface, bool InCanUseEditingWeightmap, bool InSaveToTransactionBuffer, bool InForceReallocate, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InTargetProxy, [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > * OutNewCreatedTextures )


description: Create weightmaps for this component for the layers specified in the WeightmapLayerAllocations array, works in the specified edit layer

code: void ReallocateWeightmapsInternal ( [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) * DataInterface, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid, bool InSaveToTransactionBuffer, bool InForceReallocate, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InTargetProxy, [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > * OutNewCreatedTextures )


code: void RecreateCollisionComponent ( bool bUseSimpleCollision )


code: void RemoveInvalidWeightmaps ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid )


description: Creates and destroys cooked grass data stored in the map

code: void RenderGrassMap()


description: Renders the heightmap of this component (including material world-position-offset) at the specified LOD

code: [TArray](API\Runtime\Core\Containers\TArray)< uint16 > RenderWPOHeightmap ( int32 LOD )


description: Replaces one layerinfo on this component with another

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


description: Repair invalid texture data that might have been introduced by a faulty version. Returns the list of repaired textures

code: [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > RepairInvalidTextures()


code: void ReplaceLayerInternal ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * FromLayerInfo, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * ToLayerInfo, [FLandscapeEditDataInterface](API\Runtime\Landscape\FLandscapeEditDataInterface) & LandscapeEdit, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGUID )


code: void RequestDeferredClientUpdate()


code: void RemoveLayerData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid )


code: void RequestEditingClientUpdate ( bool bInUserTriggered )


code: void RequestHeightmapUpdate ( bool bUpdateAll, bool bUpdateCollision, bool bInUserTriggered )


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 component

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


code: void SetCollisionComponent ( [ULandscapeHeightfieldCollisionComponent](API\Runtime\Landscape\ULandscapeHeightfieldCollisionCo-) * InCollisionComponent )


description: Deprecated* SetEditingLayer has been deprecated, useGetLandscapeActor()->SetEditingLayer()instead.

code: void SetEditingLayer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditingLayer )


code: void SetForcedLOD ( int32 InForcedLOD )


code: void RequestWeightmapUpdate ( bool bUpdateAll, bool bUpdateCollision, bool bInUserTriggered )


code: void SetHeightmap ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewHeightmap )


code: void SetLOD ( bool bForced, int32 InLODValue )


code: void SetLODBias ( int32 InLODBias )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


code: void SetNaniteActive ( bool bValue )


code: void SetPendingCollisionDataUpdate ( bool bInPendingCollisionDataUpdate )


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


code: void SetPendingLayerCollisionDataUpdate ( bool bInPendingLayerCollisionDataUpdate )


code: void SetUserTriggeredChangeRequested ( bool bInUserTriggeredChangeRequested )


code: void SetWeightmapLayerAllocations ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightmapLayerAllocationInfo](API\Runtime\Landscape\FWeightmapLayerAllocationInfo) > & InNewWeightmapLayerAllocations )


code: void SetWeightmapTextures ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & InNewWeightmapTextures, bool InApplyToEditingWeightmap )


code: void SetWeightmapTexturesInternal ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & InNewWeightmapTextures, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid )


code: void SetWeightmapTexturesUsage ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) * > & InNewWeightmapTexturesUsage, bool InApplyToEditingWeightmap )


code: void SetWeightmapTexturesUsageInternal ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeWeightmapUsage](API\Runtime\Landscape\ULandscapeWeightmapUsage) * > & InNewWeightmapTexturesUsage, const [FGuid](API\Runtime\Core\Misc\FGuid) & InEditLayerGuid )


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


className: UndoRedoModifiedComponentCount

description: Records the ULandscapeComponents that are modified in any undo/redo operation that is being applied currently


className: UndoRedoModifiedComponents

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


description: Recalculate cached bounds using height values.

code: void UpdateCachedBounds ( bool bInApproximateBounds )


description: Updates collision component height data for the entire component, locking and unlocking heightmap textures

code: void UpdateCollisionData ( bool bInUpdateHeightfieldRegion )


code: void UpdateCollisionHeightBuffer ( int32 InComponentX1, int32 InComponentY1, int32 InComponentX2, int32 InComponentY2, int32 InCollisionMipLevel, int32 InHeightmapSizeU, int32 InHeightmapSizeV, const [FColor](API\Runtime\Core\Math\FColor) *const InHeightmapTextureMipData, uint16 * CollisionHeightData, uint16 * GrassHeightData, const [FColor](API\Runtime\Core\Math\FColor) *const InXYOffsetTextureMipData, uint16 * CollisionXYOffsetData )


code: void SetSectionBase ( FIntPoint InSectionBase )


description:
Create or updates collision component height data
True if CollisionComponent was created in this update.

code: void UpdateCollisionHeightData ( const [FColor](API\Runtime\Core\Math\FColor) * HeightmapTextureMipData, const [FColor](API\Runtime\Core\Math\FColor) * SimpleCollisionHeightmapTextureData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2, bool bUpdateBounds, const [FColor](API\Runtime\Core\Math\FColor) * XYOffsetTextureMipData, bool bInUpdateHeightfieldRegion )


description: Update collision component dominant layer data for the whole component, locking and unlocking the weightmap textures.

code: void UpdateCollisionLayerData()


description: Update collision component dominant layer data

code: void UpdateCollisionLayerData ( const [FColor](API\Runtime\Core\Math\FColor) *const * WeightmapTextureMipData, const [FColor](API\Runtime\Core\Math\FColor) *const *const SimpleCollisionWeightmapTextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2 )


description: Update collision component physical materials from render task results.

code: void UpdateCollisionPhysicalMaterialData ( [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > const & InPhysicalMaterials, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > const & InMaterialIds )


code: static void UpdateDataMips ( int32 InNumSubsections, int32 InSubsectionSizeQuads, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [TArray](API\Runtime\Core\Containers\TArray)< uint8 * > & TextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2, [FLandscapeTextureDataInfo](API\Runtime\Landscape\FLandscapeTextureDataInfo) * TextureDataInfo )


description: Cumulates component's dirtied collision region that will need to be updated (used by Layer System)

code: void UpdateDirtyCollisionHeightData ( FIntRect Region )


code: void UpdateDominantLayerBuffer ( int32 InComponentX1, int32 InComponentY1, int32 InComponentX2, int32 InComponentY2, int32 InCollisionMipLevel, int32 InWeightmapSizeU, int32 InDataLayerIdx, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 * > & InCollisionDataPtrs, const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * > & InLayerInfos, uint8 * DominantLayerData )


description: Updates the values of component-level properties exposed by the Landscape Actor

code: void UpdatedSharedPropertiesFromActor()


code: void UpdateEditToolRenderData()


description: Update layer allow list to include the currently painted layers.


description: Update the MaterialInstance parameters to match the layer and weightmaps for this component Creates the MaterialInstance if it doesn't exist.

code: void UpdateMaterialInstances()


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


description: Internal implementation of UpdateMaterialInstances, not safe to call directly.

code: void UpdateMaterialInstances_Internal ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) & Context )


description: Update mipmaps for existing weightmap texture

code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> static void UpdateMipsTempl ( int32 InNumSubsections, int32 InSubsectionSizeQuads, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * WeightmapTexture, [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) * > & WeightmapTextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2, [FLandscapeTextureDataInfo](API\Runtime\Landscape\FLandscapeTextureDataInfo) * TextureDataInfo )


description: Updates navigation properties to match landscape actor's

code: void UpdateNavigationRelevance()


description: Update physical material render tasks.

code: void UpdatePhysicalMaterialTasks()


description: Updates the reject navmesh underneath flag in the collision component

code: void UpdateRejectNavmeshUnderneath()


code: static void UpdateWeightmapMips ( int32 InNumSubsections, int32 InSubsectionSizeQuads, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * WeightmapTexture, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) * > & WeightmapTextureMipData, int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2, [FLandscapeTextureDataInfo](API\Runtime\Landscape\FLandscapeTextureDataInfo) * TextureDataInfo )


code: bool ValidateCombinationMaterial ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * InCombinationMaterial ) const


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


className: ULandscapeComponent

code: class ULandscapeComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

ActiveExcludedBoxes

type: TArray< FBox >

CachedLocalBox

type: FBox

description: Cached local-space bounding box, created at heightmap update time

CollisionMipLevel

description: Heightfield mipmap used to generate collision

EditToolRenderData

type: FLandscapeEditT...

description: Pointer to data shared with the render thread, used by the editor tools

ForcedLOD

description: Forced LOD level to use when rendering

GrassData

type: TSharedRef<FLa...

description: Grass data for generation

HeightmapScaleBias

description: UV offset to Heightmap data from component local coordinates

LastSavedPhysicalMaterialHash

description: Represents last saved hash for PhysicalMaterialTask

LayerAllowList

type: TArray<TObject...

description: List of layers allowed to be painted on this component.

LightingLODBias

description: LOD level Bias to use when lighting building via lightmass, -1 Means automatic LOD calculation based on ForcedLOD + LODBias

LODBias

description: LOD level Bias to use when rendering

LODIndexToMaterialIndex

type: TArray< int8 >

description: Mapping between LOD and MaterialIndex

MapBuildDataId

type: FGuid

description: Uniquely identifies this component's built map data.

MaterialPerLOD

type: TMap<TObjectPt...

description: Represent the chosen material for each LOD

MobileCombinationMaterialInstances

description: The editor needs to save out the combination MIC we'll use for mobile, because we cannot generate it at runtime for standalone PIE games

MobileDataSourceHash

description: Hash of source for mobile generated data.

MobileMaterialInterfaces

description: Material interfaces used for mobile

MobileWeightmapLayerAllocations

description: Layer allocations used by mobile.

MobileWeightmapTextures

description: Generated weightmap textures used for mobile.

NegativeZBoundsExtension

description: Allows overriding the landscape bounds.

NumSubsections

description: Number of subsections in X or Y axis

OverrideHoleMaterial

type: TObjectPtr<UMa...

PhysicalMaterialHash

description: Represents hash for last PhysicalMaterialTask

PhysicalMaterialTask

type: FLandscapePhysi...

description: Physical material update task

PositiveZBoundsExtension

description: Allows overriding the landscape bounds.

SectionBaseX

description: X offset from global components grid origin (in quads)

SectionBaseY

description: Y offset from global components grid origin (in quads)

SimpleCollisionMipLevel

description: Heightfield mipmap used to generate simple collision

StateId

description: TODO [jonathan.bard] : remove unused :

StaticLightingResolution

description: StaticLightingResolution overriding per component, default value 0 means no overriding

SubsectionSizeQuads

description: Number of quads for a subsection of the component. SubsectionSizeQuads+1 must be a power of two.

WeightmapScaleBias

description: UV offset to component's weightmap data from component local coordinates

WeightmapsHash

description: Represents hash of last weightmap usage update

WeightmapSubsectionOffset

description: U or V offset into the weightmap for the first subsection, in texture UV space

XYOffsetmapTexture

type: TObjectPtr<UTe...

description: XYOffsetmap texture reference


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


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


className: ULandscapeGizmoRenderComponent

code: class ULandscapeGizmoRenderComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


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

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


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()


className: ULandscapeGrassType

code: class ULandscapeGrassType : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnableDensityScaling

type: uint32:  1

description: Whether this grass type should be affected by the Engine Scalability system's Foliage grass.DensityScale setting.

GrassVarieties

type: TArray<FGrassV...


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


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

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


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

code: virtual uint32 ComputeCollisionHash() const


description: Cooks raw height data into collision object binary stream

code: virtual bool CookCollisionData ( const [FName](API\Runtime\Core\UObject\FName) & Format, bool bUseDefaultMaterialOnly, bool bCheckDDC, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutCookedData, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & InOutMaterials ) const


description: Creates collision object from a cooked collision data

code: virtual void CreateCollisionObject()


description: Creates collision object from raw runtime data. Data is assumed at this point to contain valid physical material indices with visiblility layer set to 0xFF

code: void CreateCollisionObject ( bool bUseDefaultMaterialOnly, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint16 > Heights, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint16 > SimpleHeights, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > PhysicalMaterialIds, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > SimplePhysicalMaterialIds, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) >> PhysicalMaterialObjects )


description: The scene proxy is only for debug purposes :


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

code: virtual void DestroyComponent ( bool bPromoteChildren )


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


className: ECollisionQuadFlags

code: enum ECollisionQuadFlags { QF_PhysicalMaterialMask = 63, QF_EdgeTurned = 64, QF_NoCollision = 128, }


description: ImportCustomProperties()

code: virtual void ExportCustomProperties ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, uint32 Indent )


code: void GetResourceSizeEx &40; FResourceSizeEx & CumulativeResourceSize &41;


code: FHeightfieldGeometryRef &40; FGuid & InGuid &41;


className: FHeightfieldGeometryRef

code: struct FHeightfieldGeometryRef : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

EditorHeightfield

type: TUniquePtr<Cha...


description: Populates a supplied array with the heights from the heightfield. Samples are placed in a tile defined by the starting point (Offset) and the stride/row

code: bool FillHeightTile ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Heights, int32 Offset, int32 Stride ) const


code: bool FillMaterialIndexTile ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > Materials, int32 Offset, int32 Stride ) const


className: FWriteRuntimeDataParams

code: struct FWriteRuntimeDataParams

bProcessRenderIndices

type: bool

ComponentLayerInfos

type: TArrayView< con...


description: Returns the form of collision for this component

code: virtual [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) GetCollisionEnabled() const


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

code: virtual void GatherGeometrySlice ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport, const FBox & SliceBox ) const


description: Gets the collision object type

code: virtual ECollisionChannel GetCollisionObjectType() const


description: Gets the response type given a specific channel

code: virtual ECollisionResponse GetCollisionResponseToChannel ( ECollisionChannel Channel ) const


description: Return const reference to CollsionResponseContainer

code: virtual const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & GetCollisionResponseToChannels() const


code: void GetCollisionSampleInfo ( int32 & OutCollisionSizeVerts, int32 & OutSimpleCollisionSizeVerts, int32 & OutNumSamples, int32 & OutNumSimpleSamples ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< float > GetHeight ( float X, float Y, EHeightfieldSource HeightFieldSource )


description: Gets the landscape info object for this landscape

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


description: Return the landscape actor associated with this component.

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetLandscapeProxy() const


description: Returns associated landscape component

code: [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * GetRenderComponent() const


description: Component section base as FIntPoint

code: FIntPoint GetSectionBase() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: virtual ENavDataGatheringMode GetGeometryGatheringMode() const


description: ExportCustomProperties()

code: virtual void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Currently this only implemented properly for the editor selectable primitives.

code: virtual bool IsShown ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags ) const


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


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()