Show / Hide Table of Contents

Class LandscapeComponent

Landscape Component

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
LandscapeComponent
Inherited Members
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 LandscapeComponent : PrimitiveComponent

Properties

| Improve this Doc View Source

BakedTextureMaterialGuid

The Material Guid that used when baking, to detect material recompilations

Declaration
public FGuid BakedTextureMaterialGuid { get; set; }
Property Value
Type Description
FGuid
| Improve this Doc View Source

CachedLocalBox

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

Declaration
public Box CachedLocalBox { get; set; }
Property Value
Type Description
Box
| Improve this Doc View Source

CollisionMipLevel

Heightfield mipmap used to generate collision

Declaration
public int CollisionMipLevel { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

ComponentSizeQuads

Total number of quads for this component, has to be >0

Declaration
public int ComponentSizeQuads { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

DefaultObject

Get UE4 Default Object for this Class

Declaration
public static LandscapeComponent DefaultObject { get; }
Property Value
Type Description
LandscapeComponent
| Improve this Doc View Source

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
| Improve this Doc View Source

ForcedLOD

Forced LOD level to use when rendering

Declaration
public int ForcedLOD { get; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

GIBakedBaseColorTexture

Pre-baked Base Color texture for use by distance field GI

Declaration
public Texture2D GIBakedBaseColorTexture { get; }
Property Value
Type Description
Texture2D
| Improve this Doc View Source

HeightmapScaleBias

UV offset to Heightmap data from component local coordinates

Declaration
public Vector4 HeightmapScaleBias { get; set; }
Property Value
Type Description
Vector4
| Improve this Doc View Source

HeightmapTexture

Heightmap texture reference

Declaration
public Texture2D HeightmapTexture { get; set; }
Property Value
Type Description
Texture2D
| Improve this Doc View Source

LayerWhitelist

List of layers allowed to be painted on this component

Declaration
public ObjectArrayField<LandscapeLayerInfoObject> LayerWhitelist { get; }
Property Value
Type Description
ObjectArrayField<LandscapeLayerInfoObject>
| Improve this Doc View Source

LightingGuid

Unique ID for this component, used for caching during distributed lighting

Declaration
public FGuid LightingGuid { get; set; }
Property Value
Type Description
FGuid
| Improve this Doc View Source

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
| Improve this Doc View Source

LODBias

LOD level Bias to use when rendering

Declaration
public int LODBias { get; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

MapBuildDataId

Uniquely identifies this component's built map data.

Declaration
public FGuid MapBuildDataId { get; set; }
Property Value
Type Description
FGuid
| Improve this Doc View Source

MaterialInstances

Material Instances

Declaration
public ObjectArrayField<MaterialInstanceConstant> MaterialInstances { get; }
Property Value
Type Description
ObjectArrayField<MaterialInstanceConstant>
| Improve this Doc View Source

MaterialInstancesDynamic

Material Instances Dynamic

Declaration
public ObjectArrayField<MaterialInstanceDynamic> MaterialInstancesDynamic { get; }
Property Value
Type Description
ObjectArrayField<MaterialInstanceDynamic>
| Improve this Doc View Source

MobileBlendableLayerMask

For ES2

Declaration
public byte MobileBlendableLayerMask { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

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

| Improve this Doc View Source

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
| Improve this Doc View Source

MobileMaterialInterfaces

Material interfaces used for mobile

Declaration
public ObjectArrayField<MaterialInterface> MobileMaterialInterfaces { get; }
Property Value
Type Description
ObjectArrayField<MaterialInterface>
| Improve this Doc View Source

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.

| Improve this Doc View Source

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

| Improve this Doc View Source

NumSubsections

Number of subsections in X or Y axis

Declaration
public int NumSubsections { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

OverrideHoleMaterial

Override Hole Material

Declaration
public MaterialInterface OverrideHoleMaterial { get; set; }
Property Value
Type Description
MaterialInterface
| Improve this Doc View Source

OverrideMaterial

Override Material

Declaration
public MaterialInterface OverrideMaterial { get; set; }
Property Value
Type Description
MaterialInterface
| Improve this Doc View Source

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

| Improve this Doc View Source

SectionBaseX

X offset from global components grid origin (in quads)

Declaration
public int SectionBaseX { get; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

SectionBaseY

Y offset from global components grid origin (in quads)

Declaration
public int SectionBaseY { get; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

SimpleCollisionMipLevel

Heightfield mipmap used to generate simple collision

Declaration
public int SimpleCollisionMipLevel { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

StateId

State Id

Declaration
public FGuid StateId { get; set; }
Property Value
Type Description
FGuid
| Improve this Doc View Source

StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
| Improve this Doc View Source

StaticLightingResolution

StaticLightingResolution overriding per component, default value 0 means no overriding

Declaration
public float StaticLightingResolution { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

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
| Improve this Doc View Source

WeightmapScaleBias

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

Declaration
public Vector4 WeightmapScaleBias { get; set; }
Property Value
Type Description
Vector4
| Improve this Doc View Source

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
| Improve this Doc View Source

WeightmapTextures

Weightmap texture reference

Declaration
public ObjectArrayField<Texture2D> WeightmapTextures { get; }
Property Value
Type Description
ObjectArrayField<Texture2D>
| Improve this Doc View Source

XYOffsetmapTexture

XYOffsetmap texture reference

Declaration
public Texture2D XYOffsetmapTexture { get; set; }
Property Value
Type Description
Texture2D

Methods

| Improve this Doc View Source

GetMaterialInstanceDynamic(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
| Improve this Doc View Source

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 Source

Implicit(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
  • Improve this Doc
  • View Source
Back to top Generated by DocFX