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Class Landscape

Landscape

Inheritance
System.Object
UObject
Actor
LandscapeProxy
Landscape
Inherited Members
LandscapeProxy.ChangeComponentScreenSizeToUseSubSections(Single)
LandscapeProxy.ChangeLODDistanceFactor(Single)
LandscapeProxy.ChangeTessellationComponentScreenSize(Single)
LandscapeProxy.ChangeTessellationComponentScreenSizeFalloff(Single)
LandscapeProxy.ChangeUseTessellationComponentScreenSizeFalloff(Boolean)
LandscapeProxy.EditorApplySpline(SplineComponent, Single, Single, Single, Single, Single, Single, Int32, Boolean, Boolean, LandscapeLayerInfoObject)
LandscapeProxy.EditorSetLandscapeMaterial(MaterialInterface)
LandscapeProxy.LandscapeExportHeightmapToRenderTarget(TextureRenderTarget2D, Boolean)
LandscapeProxy.LandscapeExportWeightmapToRenderTarget(TextureRenderTarget2D, Name)
LandscapeProxy.LandscapeImportHeightmapFromRenderTarget(TextureRenderTarget2D, Boolean)
LandscapeProxy.LandscapeImportWeightmapFromRenderTarget(TextureRenderTarget2D, Name)
LandscapeProxy.SetLandscapeMaterialScalarParameterValue(Name, Single)
LandscapeProxy.SetLandscapeMaterialTextureParameterValue(Name, Texture)
LandscapeProxy.SetLandscapeMaterialVectorParameterValue(Name, LinearColor)
LandscapeProxy.SplineComponent
LandscapeProxy.LandscapeGuid
LandscapeProxy.LandscapeSectionOffset
LandscapeProxy.MaxLODLevel
LandscapeProxy.ComponentScreenSizeToUseSubSections
LandscapeProxy.LOD0DistributionSetting
LandscapeProxy.LODDistributionSetting
LandscapeProxy.TessellationComponentScreenSize
LandscapeProxy.UseTessellationComponentScreenSizeFalloff
LandscapeProxy.TessellationComponentScreenSizeFalloff
LandscapeProxy.OccluderGeometryLOD
LandscapeProxy.ExportLOD
LandscapeProxy.StaticLightingLOD
LandscapeProxy.DefaultPhysMaterial
LandscapeProxy.StreamingDistanceMultiplier
LandscapeProxy.LandscapeMaterial
LandscapeProxy.LandscapeHoleMaterial
LandscapeProxy.NegativeZBoundsExtension
LandscapeProxy.PositiveZBoundsExtension
LandscapeProxy.LandscapeComponents
LandscapeProxy.CollisionComponents
LandscapeProxy.FoliageComponents
LandscapeProxy.bHasLandscapeGrass
LandscapeProxy.StaticLightingResolution
LandscapeProxy.bCastStaticShadow
LandscapeProxy.bCastShadowAsTwoSided
LandscapeProxy.bCastFarShadow
LandscapeProxy.bAffectDistanceFieldLighting
LandscapeProxy.LightingChannels
LandscapeProxy.bUseMaterialPositionOffsetInStaticLighting
LandscapeProxy.bRenderCustomDepth
LandscapeProxy.CustomDepthStencilValue
LandscapeProxy.LDMaxDrawDistance
LandscapeProxy.bIsMovingToLevel
LandscapeProxy.LightmassSettings
LandscapeProxy.CollisionMipLevel
LandscapeProxy.SimpleCollisionMipLevel
LandscapeProxy.CollisionThickness
LandscapeProxy.BodyInstance
LandscapeProxy.bGenerateOverlapEvents
LandscapeProxy.bBakeMaterialPositionOffsetIntoCollision
LandscapeProxy.ComponentSizeQuads
LandscapeProxy.SubsectionSizeQuads
LandscapeProxy.NumSubsections
LandscapeProxy.bUsedForNavigation
LandscapeProxy.bUseDynamicMaterialInstance
LandscapeProxy.MaxPaintedLayersPerComponent
LandscapeProxy.bUseLandscapeForCullingInvisibleHLODVertices
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
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.Landscape
Assembly: UE4DotNet.dll
Syntax
public class Landscape : LandscapeProxy

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static Landscape DefaultObject { get; }
Property Value
Type Description
Landscape
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StaticClass

Get UE4 Class

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

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to Landscape)

Convert from IntPtr to UObject

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