Class LandscapeComponent
Landscape Component
Inheritance
Inherited Members
Namespace: UE4.Landscape
Assembly: UE4DotNet.dll
Syntax
public class LandscapeComponent : PrimitiveComponent
Properties
| Improve this Doc View SourceBakedTextureMaterialGuid
The Material Guid that used when baking, to detect material recompilations
Declaration
public FGuid BakedTextureMaterialGuid { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
CachedLocalBox
Cached local-space bounding box, created at heightmap update time
Declaration
public Box CachedLocalBox { get; set; }
Property Value
Type | Description |
---|---|
Box |
CollisionMipLevel
Heightfield mipmap used to generate collision
Declaration
public int CollisionMipLevel { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
ComponentSizeQuads
Total number of quads for this component, has to be >0
Declaration
public int ComponentSizeQuads { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static LandscapeComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
LandscapeComponent |
EditToolRenderData
Pointer to data shared with the render thread, used by the editor tools
Declaration
public LandscapeEditToolRenderData EditToolRenderData { get; set; }
Property Value
Type | Description |
---|---|
LandscapeEditToolRenderData |
ForcedLOD
Forced LOD level to use when rendering
Declaration
public int ForcedLOD { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
GIBakedBaseColorTexture
Pre-baked Base Color texture for use by distance field GI
Declaration
public Texture2D GIBakedBaseColorTexture { get; }
Property Value
Type | Description |
---|---|
Texture2D |
HeightmapScaleBias
UV offset to Heightmap data from component local coordinates
Declaration
public Vector4 HeightmapScaleBias { get; set; }
Property Value
Type | Description |
---|---|
Vector4 |
HeightmapTexture
Heightmap texture reference
Declaration
public Texture2D HeightmapTexture { get; set; }
Property Value
Type | Description |
---|---|
Texture2D |
LayerWhitelist
List of layers allowed to be painted on this component
Declaration
public ObjectArrayField<LandscapeLayerInfoObject> LayerWhitelist { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<LandscapeLayerInfoObject> |
LightingGuid
Unique ID for this component, used for caching during distributed lighting
Declaration
public FGuid LightingGuid { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
LightingLODBias
LOD level Bias to use when lighting buidling via lightmass, -1 Means automatic LOD calculation based on ForcedLOD + LODBias
Declaration
public int LightingLODBias { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
LODBias
LOD level Bias to use when rendering
Declaration
public int LODBias { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
MapBuildDataId
Uniquely identifies this component's built map data.
Declaration
public FGuid MapBuildDataId { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
MaterialInstances
Material Instances
Declaration
public ObjectArrayField<MaterialInstanceConstant> MaterialInstances { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<MaterialInstanceConstant> |
MaterialInstancesDynamic
Material Instances Dynamic
Declaration
public ObjectArrayField<MaterialInstanceDynamic> MaterialInstancesDynamic { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<MaterialInstanceDynamic> |
MobileBlendableLayerMask
For ES2
Declaration
public byte MobileBlendableLayerMask { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
MobileCombinationMaterialInstances
The editor needs to save out the combination MIC we'll use for mobile,
Declaration
public ObjectArrayField<MaterialInstanceConstant> MobileCombinationMaterialInstances { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<MaterialInstanceConstant> |
Remarks
because we cannot generate it at runtime for standalone PIE games
MobileDataSourceHash
Hash of source for ES2 generated data. Used determine if we need to re-generate ES2 pixel data.
Declaration
public FGuid MobileDataSourceHash { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
MobileMaterialInterfaces
Material interfaces used for mobile
Declaration
public ObjectArrayField<MaterialInterface> MobileMaterialInterfaces { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<MaterialInterface> |
MobileWeightmapTextures
Generated weightmap textures used for ES2.
Declaration
public ObjectArrayField<Texture2D> MobileWeightmapTextures { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Texture2D> |
Remarks
The first entry is also used for the normal map. Serialized only when cooking or loading cooked builds.
NegativeZBoundsExtension
Allows overriding the landscape bounds.
Declaration
public float NegativeZBoundsExtension { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This is useful if you distort the landscape with world-position-offset, for example Extension value in the negative Z axis, positive value increases bound size
NumSubsections
Number of subsections in X or Y axis
Declaration
public int NumSubsections { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
OverrideHoleMaterial
Override Hole Material
Declaration
public MaterialInterface OverrideHoleMaterial { get; set; }
Property Value
Type | Description |
---|---|
MaterialInterface |
OverrideMaterial
Override Material
Declaration
public MaterialInterface OverrideMaterial { get; set; }
Property Value
Type | Description |
---|---|
MaterialInterface |
PositiveZBoundsExtension
Allows overriding the landscape bounds.
Declaration
public float PositiveZBoundsExtension { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This is useful if you distort the landscape with world-position-offset, for example Extension value in the positive Z axis, positive value increases bound size
SectionBaseX
X offset from global components grid origin (in quads)
Declaration
public int SectionBaseX { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
SectionBaseY
Y offset from global components grid origin (in quads)
Declaration
public int SectionBaseY { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
SimpleCollisionMipLevel
Heightfield mipmap used to generate simple collision
Declaration
public int SimpleCollisionMipLevel { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
StateId
State Id
Declaration
public FGuid StateId { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
StaticLightingResolution
StaticLightingResolution overriding per component, default value 0 means no overriding
Declaration
public float StaticLightingResolution { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
SubsectionSizeQuads
Number of quads for a subsection of the component. SubsectionSizeQuads+1 must be a power of two.
Declaration
public int SubsectionSizeQuads { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
WeightmapScaleBias
UV offset to component's weightmap data from component local coordinates
Declaration
public Vector4 WeightmapScaleBias { get; set; }
Property Value
Type | Description |
---|---|
Vector4 |
WeightmapSubsectionOffset
U or V offset into the weightmap for the first subsection, in texture UV space
Declaration
public float WeightmapSubsectionOffset { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
WeightmapTextures
Weightmap texture reference
Declaration
public ObjectArrayField<Texture2D> WeightmapTextures { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Texture2D> |
XYOffsetmapTexture
XYOffsetmap texture reference
Declaration
public Texture2D XYOffsetmapTexture { get; set; }
Property Value
Type | Description |
---|---|
Texture2D |
Methods
| Improve this Doc View SourceGetMaterialInstanceDynamic(Int32)
Gets the landscape material instance dynamic for this component
Declaration
public MaterialInstanceDynamic GetMaterialInstanceDynamic(int InIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | InIndex |
Returns
Type | Description |
---|---|
MaterialInstanceDynamic |
New(UObject, Name)
Spawn an object of this class
Declaration
public static LandscapeComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
LandscapeComponent |
Operators
| Improve this Doc View SourceImplicit(IntPtr to LandscapeComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator LandscapeComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
LandscapeComponent |