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Class FoliageType

Foliage Type

Inheritance
System.Object
UObject
FoliageType
FoliageType_InstancedStaticMesh
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Foliage
Assembly: UE4DotNet.dll
Syntax
public class FoliageType : UObject

Properties

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AlignMaxAngle

The maximum angle in degrees that foliage instances will be adjusted away from the vertical

Declaration
public float AlignMaxAngle { get; set; }
Property Value
Type Description
System.Single
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AlignToNormal

Declaration
public bool AlignToNormal { get; set; }
Property Value
Type Description
System.Boolean
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AverageSpreadDistance

The average distance between the spreading instance and its seeds. For example, a tree with an AverageSpreadDistance 10 will ensure the average distance between the tree and its seeds is 10cm

Declaration
public float AverageSpreadDistance { get; set; }
Property Value
Type Description
System.Single
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bAffectDistanceFieldLighting

Declaration
public bool bAffectDistanceFieldLighting { get; }
Property Value
Type Description
System.Boolean
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bAffectDynamicIndirectLighting

Declaration
public bool bAffectDynamicIndirectLighting { get; }
Property Value
Type Description
System.Boolean
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bCanGrowInShade

Declaration
public bool bCanGrowInShade { get; set; }
Property Value
Type Description
System.Boolean
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bCastDynamicShadow

Declaration
public bool bCastDynamicShadow { get; }
Property Value
Type Description
System.Boolean
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bCastShadowAsTwoSided

Declaration
public bool bCastShadowAsTwoSided { get; }
Property Value
Type Description
System.Boolean
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bCastStaticShadow

Declaration
public bool bCastStaticShadow { get; }
Property Value
Type Description
System.Boolean
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bEnableDensityScaling

Declaration
public bool bEnableDensityScaling { get; set; }
Property Value
Type Description
System.Boolean
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BodyInstance

Custom collision for foliage

Declaration
public BodyInstance BodyInstance { get; set; }
Property Value
Type Description
BodyInstance
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bOverrideLightMapRes

Declaration
public bool bOverrideLightMapRes { get; }
Property Value
Type Description
System.Boolean
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bReceivesDecals

Declaration
public bool bReceivesDecals { get; }
Property Value
Type Description
System.Boolean
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bRenderCustomDepth

Declaration
public bool bRenderCustomDepth { get; }
Property Value
Type Description
System.Boolean
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bSpawnsInShade

Declaration
public bool bSpawnsInShade { get; set; }
Property Value
Type Description
System.Boolean
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bUseAsOccluder

Declaration
public bool bUseAsOccluder { get; }
Property Value
Type Description
System.Boolean
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CastShadow

Declaration
public bool CastShadow { get; }
Property Value
Type Description
System.Boolean
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ChangeCount

Change Count

Declaration
public int ChangeCount { get; set; }
Property Value
Type Description
System.Int32
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CollisionRadius

The CollisionRadius determines when two instances overlap. When two instances overlap a winner will be picked based on rules and priority.

Declaration
public float CollisionRadius { get; set; }
Property Value
Type Description
System.Single
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CollisionScale

The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check

Declaration
public Vector CollisionScale { get; set; }
Property Value
Type Description
Vector
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CollisionWithWorld

Declaration
public bool CollisionWithWorld { get; set; }
Property Value
Type Description
System.Boolean
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CullDistance

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

Declaration
public Int32Interval CullDistance { get; set; }
Property Value
Type Description
Int32Interval
Remarks

0 disables. When the entire cluster is beyond this distance, the cluster is completely culled and not rendered at all.

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CustomDepthStencilValue

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

Declaration
public int CustomDepthStencilValue { get; }
Property Value
Type Description
System.Int32
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CustomNavigableGeometry

Force navmesh

Declaration
public byte CustomNavigableGeometry { get; set; }
Property Value
Type Description
System.Byte
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static FoliageType DefaultObject { get; }
Property Value
Type Description
FoliageType
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Density

Foliage instances will be placed at this density, specified in instances per 1000x1000 unit area

Declaration
public float Density { get; set; }
Property Value
Type Description
System.Single
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DensityAdjustmentFactor

Declaration
public float DensityAdjustmentFactor { get; set; }
Property Value
Type Description
System.Single
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DistributionSeed

The seed that determines placement of initial seeds.

Declaration
public int DistributionSeed { get; set; }
Property Value
Type Description
System.Int32
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GroundSlopeAngle

Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal

Declaration
public FloatInterval GroundSlopeAngle { get; set; }
Property Value
Type Description
FloatInterval
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Height

The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values

Declaration
public FloatInterval Height { get; set; }
Property Value
Type Description
FloatInterval
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InitialSeedDensity

Specifies the number of seeds to populate along 10 meters. The number is implicitly squared to cover a 10m x 10m area

Declaration
public float InitialSeedDensity { get; set; }
Property Value
Type Description
System.Single
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IsSelected

Declaration
public bool IsSelected { get; set; }
Property Value
Type Description
System.Boolean
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LightingChannels

Lighting channels that placed foliage will be assigned.

Declaration
public LightingChannels LightingChannels { get; }
Property Value
Type Description
LightingChannels
Remarks

Lights with matching channels will affect the foliage. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

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LowBoundOriginRadius

X, Y is origin position and Z is radius...

Declaration
public Vector LowBoundOriginRadius { get; set; }
Property Value
Type Description
Vector
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MaxAge

Specifies the oldest a seed can be. After reaching this age the instance will still spread seeds, but will not get any older

Declaration
public float MaxAge { get; set; }
Property Value
Type Description
System.Single
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MaxInitialAge

Allows a new seed to be older than 0 when created. New seeds will be randomly assigned an age in the range [0,MaxInitialAge]

Declaration
public float MaxInitialAge { get; set; }
Property Value
Type Description
System.Single
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MaxInitialSeedOffset

The seed that determines placement of initial seeds.

Declaration
public float MaxInitialSeedOffset { get; set; }
Property Value
Type Description
System.Single
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MeshBounds

Mesh Bounds

Declaration
public BoxSphereBounds MeshBounds { get; set; }
Property Value
Type Description
BoxSphereBounds
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MinimumLayerWeight

Specifies the minimum value above which the landscape layer weight value must be, in order for foliage instances to be placed in a specific area

Declaration
public float MinimumLayerWeight { get; set; }
Property Value
Type Description
System.Single
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Mobility

Mobility property to apply to foliage components

Declaration
public byte Mobility { get; }
Property Value
Type Description
System.Byte
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NumSteps

The number of times we age the species and spread its seeds.

Declaration
public int NumSteps { get; set; }
Property Value
Type Description
System.Int32
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OverlapPriority

When two instances overlap we must determine which instance to remove.

Declaration
public float OverlapPriority { get; set; }
Property Value
Type Description
System.Single
Remarks

The instance with a lower OverlapPriority will be removed. In the case where OverlapPriority is the same regular simulation rules apply.

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OverriddenLightMapRes

Overrides the lightmap resolution defined in the static mesh

Declaration
public int OverriddenLightMapRes { get; }
Property Value
Type Description
System.Int32
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ProceduralScale

The scale range of this type when being procedurally generated. Configured with the Scale Curve.

Declaration
public FloatInterval ProceduralScale { get; set; }
Property Value
Type Description
FloatInterval
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Radius

The minimum distance between foliage instances

Declaration
public float Radius { get; set; }
Property Value
Type Description
System.Single
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RandomPitchAngle

A random pitch adjustment can be applied to each instance, up to the specified angle in degrees, from the original vertical

Declaration
public float RandomPitchAngle { get; set; }
Property Value
Type Description
System.Single
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RandomYaw

Declaration
public bool RandomYaw { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyAlignToNormal

Declaration
public bool ReapplyAlignToNormal { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyCollisionWithWorld

Declaration
public bool ReapplyCollisionWithWorld { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyDensity

Declaration
public bool ReapplyDensity { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyGroundSlope

Declaration
public bool ReapplyGroundSlope { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyHeight

Declaration
public bool ReapplyHeight { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyLandscapeLayers

Declaration
public bool ReapplyLandscapeLayers { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyRadius

Declaration
public bool ReapplyRadius { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyRandomPitchAngle

Declaration
public bool ReapplyRandomPitchAngle { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyRandomYaw

Declaration
public bool ReapplyRandomYaw { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyScaleX

Declaration
public bool ReapplyScaleX { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyScaleY

Declaration
public bool ReapplyScaleY { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyScaleZ

Declaration
public bool ReapplyScaleZ { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyScaling

Declaration
public bool ReapplyScaling { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyVertexColorMask

Declaration
public bool ReapplyVertexColorMask { get; set; }
Property Value
Type Description
System.Boolean
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ReapplyZOffset

Declaration
public bool ReapplyZOffset { get; set; }
Property Value
Type Description
System.Boolean
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ScaleCurve

Instance scale factor as a function of normalized age (i.

Declaration
public RuntimeFloatCurve ScaleCurve { get; set; }
Property Value
Type Description
RuntimeFloatCurve
Remarks

e. Current Age / Max Age). X = 0 corresponds to Age = 0, X = 1 corresponds to Age = Max Age. Y = 0 corresponds to Min Scale, Y = 1 corresponds to Max Scale.

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ScaleX

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

Declaration
public FloatInterval ScaleX { get; set; }
Property Value
Type Description
FloatInterval
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ScaleY

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

Declaration
public FloatInterval ScaleY { get; set; }
Property Value
Type Description
FloatInterval
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ScaleZ

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

Declaration
public FloatInterval ScaleZ { get; set; }
Property Value
Type Description
FloatInterval
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SeedsPerStep

The number of seeds an instance will spread in a single step of the simulation.

Declaration
public int SeedsPerStep { get; set; }
Property Value
Type Description
System.Int32
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ShadeRadius

The ShadeRadius determines when two instances overlap. If an instance can grow in the shade this radius is ignored.

Declaration
public float ShadeRadius { get; set; }
Property Value
Type Description
System.Single
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SpreadVariance

Specifies how much seed distance varies from the average. For example, a tree with an AverageSpreadDistance 10 and a SpreadVariance 1 will produce seeds with an average distance of 10cm plus or minus 1cm

Declaration
public float SpreadVariance { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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UpdateGuid

A GUID that is updated every time the foliage type is modified, so foliage placed in the level can detect the FoliageType has changed.

Declaration
public FGuid UpdateGuid { get; set; }
Property Value
Type Description
FGuid
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VertexColorMaskByChannel

Vertex Color Mask by Channel

Declaration
public FoliageVertexColorChannelMask VertexColorMaskByChannel { get; set; }
Property Value
Type Description
FoliageVertexColorChannelMask
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ZOffset

Specifies a range from minimum to maximum of the offset to apply to a foliage instance's Z location

Declaration
public FloatInterval ZOffset { get; set; }
Property Value
Type Description
FloatInterval

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static FoliageType New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
FoliageType

Operators

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Implicit(IntPtr to FoliageType)

Convert from IntPtr to UObject

Declaration
public static implicit operator FoliageType(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
FoliageType
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