Class ProceduralFoliageTile
Procedurally determines where to spawn foliage meshes within a discrete area.
Inherited Members
Namespace: UE4.Foliage
Assembly: UE4DotNet.dll
Syntax
public class ProceduralFoliageTile : UObject
Remarks
Generally, a procedural foliage simulation as a whole is composed of multiple tiles. Tiles are able to overlap one another as well to create a seamless appearance.
Note that the tile is not responsible for actually spawning any instances, it only determines where they should be placed. Following a simulation, call ExtractDesiredInstances for information about where each instance should spawn.
Note also that, barring any core changes to the ordering of TSet, foliage generation is deterministic (i.e. given the same inputs, the result of the simulation will always be the same).
Properties
| Improve this Doc View SourceDefaultObject
Get UE4 Default Object for this Class
Declaration
public static ProceduralFoliageTile DefaultObject { get; }
Property Value
Type | Description |
---|---|
ProceduralFoliageTile |
FoliageSpawner
Foliage Spawner
Declaration
public ProceduralFoliageSpawner FoliageSpawner { get; set; }
Property Value
Type | Description |
---|---|
ProceduralFoliageSpawner |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static ProceduralFoliageTile New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
ProceduralFoliageTile |
Operators
| Improve this Doc View SourceImplicit(IntPtr to ProceduralFoliageTile)
Convert from IntPtr to UObject
Declaration
public static implicit operator ProceduralFoliageTile(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
ProceduralFoliageTile |