Class LandscapeProxy
Inheritance
System.Object
LandscapeProxy
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class LandscapeProxy : Actor
Properties
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bAffectDistanceFieldLighting
Declaration
public bool bAffectDistanceFieldLighting { get; }
Property Value
Type |
Description |
System.Boolean |
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bBakeMaterialPositionOffsetIntoCollision
Declaration
public bool bBakeMaterialPositionOffsetIntoCollision { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCastFarShadow
Declaration
public bool bCastFarShadow { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCastShadowAsTwoSided
Declaration
public bool bCastShadowAsTwoSided { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCastStaticShadow
Declaration
public bool bCastStaticShadow { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateOverlapEvents
Declaration
public bool bGenerateOverlapEvents { get; }
Property Value
Type |
Description |
System.Boolean |
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bHasLandscapeGrass
Declaration
public bool bHasLandscapeGrass { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsMovingToLevel
Declaration
public bool bIsMovingToLevel { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BodyInstance
Collision profile settings for this landscape
Declaration
public BodyInstance BodyInstance { get; }
Property Value
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bRenderCustomDepth
Declaration
public bool bRenderCustomDepth { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedForNavigation
Declaration
public bool bUsedForNavigation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseDynamicMaterialInstance
Declaration
public bool bUseDynamicMaterialInstance { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseLandscapeForCullingInvisibleHLODVertices
Declaration
public bool bUseLandscapeForCullingInvisibleHLODVertices { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseMaterialPositionOffsetInStaticLighting
Declaration
public bool bUseMaterialPositionOffsetInStaticLighting { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CollisionComponents
Array of LandscapeHeightfieldCollisionComponent
Declaration
public ObjectArrayField<LandscapeHeightfieldCollisionComponent> CollisionComponents { get; }
Property Value
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CollisionMipLevel
Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate
Declaration
public int CollisionMipLevel { get; set; }
Property Value
Type |
Description |
System.Int32 |
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CollisionThickness
Thickness of the collision surface, in unreal units
Declaration
public float CollisionThickness { get; set; }
Property Value
Type |
Description |
System.Single |
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ComponentScreenSizeToUseSubSections
Component screen size (0.0 - 1.0) at which we should keep sub sections. This is mostly pertinent if you have large component of > 64 and component are close to the camera. The goal is to reduce draw call, so if a component is smaller than the value, we merge all subsections into 1 drawcall.
Declaration
public float ComponentScreenSizeToUseSubSections { get; set; }
Property Value
Type |
Description |
System.Single |
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ComponentSizeQuads
Data set at creation time
Declaration
public int ComponentSizeQuads { get; set; }
Property Value
Type |
Description |
System.Int32 |
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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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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static LandscapeProxy DefaultObject { get; }
Property Value
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DefaultPhysMaterial
Default physical material, used when no per-layer values physical materials
Declaration
public PhysicalMaterial DefaultPhysMaterial { get; set; }
Property Value
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ExportLOD
LOD level to use when exporting the landscape to obj or FBX
Declaration
public int ExportLOD { get; set; }
Property Value
Type |
Description |
System.Int32 |
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FoliageComponents
Declaration
public ObjectArrayField<HierarchicalInstancedStaticMeshComponent> FoliageComponents { get; }
Property Value
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LandscapeComponents
The array of LandscapeComponent that are used by the landscape
Declaration
public ObjectArrayField<LandscapeComponent> LandscapeComponents { get; }
Property Value
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LandscapeGuid
Guid for LandscapeEditorInfo *
Declaration
public FGuid LandscapeGuid { get; set; }
Property Value
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LandscapeHoleMaterial
Material used to render landscape components with holes. If not set, LandscapeMaterial will be used (blend mode will be overridden to Masked if it is set to Opaque)
Declaration
public MaterialInterface LandscapeHoleMaterial { get; set; }
Property Value
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LandscapeMaterial
Combined material used to render the landscape
Declaration
public MaterialInterface LandscapeMaterial { get; set; }
Property Value
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LandscapeSectionOffset
Offset in quads from global components grid origin (in quads) *
Declaration
public IntPoint LandscapeSectionOffset { get; set; }
Property Value
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LDMaxDrawDistance
Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.
Declaration
public float LDMaxDrawDistance { get; }
Property Value
Type |
Description |
System.Single |
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LightingChannels
Channels that this Landscape should be in.
Declaration
public LightingChannels LightingChannels { get; }
Property Value
Remarks
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LightmassSettings
The Lightmass settings for this object.
Declaration
public LightmassPrimitiveSettings LightmassSettings { get; set; }
Property Value
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LOD0DistributionSetting
The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen.
Declaration
public float LOD0DistributionSetting { get; set; }
Property Value
Type |
Description |
System.Single |
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LODDistributionSetting
The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space.
Declaration
public float LODDistributionSetting { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxLODLevel
Max LOD level to use when rendering, -1 means the max available
Declaration
public int MaxLODLevel { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxPaintedLayersPerComponent
Max Painted Layers Per Component
Declaration
public int MaxPaintedLayersPerComponent { get; set; }
Property Value
Type |
Description |
System.Int32 |
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NegativeZBoundsExtension
Allows overriding the landscape bounds.
Declaration
public float NegativeZBoundsExtension { get; set; }
Property Value
Type |
Description |
System.Single |
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Remarks
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NumSubsections
Number of quads for a subsection of a component. SubsectionSizeQuads+1 must be a power of two.
Declaration
public int NumSubsections { get; set; }
Property Value
Type |
Description |
System.Int32 |
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OccluderGeometryLOD
Landscape LOD to use as an occluder geometry for software occlusion
Declaration
public int OccluderGeometryLOD { get; set; }
Property Value
Type |
Description |
System.Int32 |
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PositiveZBoundsExtension
Allows overriding the landscape bounds.
Declaration
public float PositiveZBoundsExtension { get; set; }
Property Value
Type |
Description |
System.Single |
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Remarks
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SimpleCollisionMipLevel
If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision.
Declaration
public int SimpleCollisionMipLevel { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Remarks
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SplineComponent
Declaration
public LandscapeSplinesComponent SplineComponent { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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StaticLightingLOD
LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing)
Declaration
public int StaticLightingLOD { get; set; }
Property Value
Type |
Description |
System.Int32 |
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StaticLightingResolution
The resolution to cache lighting at, in texels/quad in one axis
Total resolution would be changed by StaticLightingResolution*StaticLightingResolution
Declaration
public float StaticLightingResolution { get; set; }
Property Value
Type |
Description |
System.Single |
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Remarks
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StreamingDistanceMultiplier
Declaration
public float StreamingDistanceMultiplier { get; set; }
Property Value
Type |
Description |
System.Single |
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SubsectionSizeQuads
Total number of quads in each component
Declaration
public int SubsectionSizeQuads { get; set; }
Property Value
Type |
Description |
System.Int32 |
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TessellationComponentScreenSize
Component screen size (0.0 - 1.0) at which we should enable tessellation.
Declaration
public float TessellationComponentScreenSize { get; set; }
Property Value
Type |
Description |
System.Single |
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TessellationComponentScreenSizeFalloff
Component screen size (0.0 - 1.0) at which we start the tessellation falloff.
Declaration
public float TessellationComponentScreenSizeFalloff { get; set; }
Property Value
Type |
Description |
System.Single |
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UseTessellationComponentScreenSizeFalloff
Declaration
public bool UseTessellationComponentScreenSizeFalloff { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Methods
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ChangeComponentScreenSizeToUseSubSections(Single)
Change ComponentScreenSizeToUseSubSections value on the render proxy.
Declaration
public void ChangeComponentScreenSizeToUseSubSections(float InComponentScreenSizeToUseSubSections)
Parameters
Type |
Name |
Description |
System.Single |
InComponentScreenSizeToUseSubSections |
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ChangeLODDistanceFactor(Single)
Change the Level of Detail distance factor
Declaration
public void ChangeLODDistanceFactor(float InLODDistanceFactor)
Parameters
Type |
Name |
Description |
System.Single |
InLODDistanceFactor |
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ChangeTessellationComponentScreenSize(Single)
Change TessellationComponentScreenSize value on the render proxy.
Declaration
public void ChangeTessellationComponentScreenSize(float InTessellationComponentScreenSize)
Parameters
Type |
Name |
Description |
System.Single |
InTessellationComponentScreenSize |
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ChangeTessellationComponentScreenSizeFalloff(Single)
Change TessellationComponentScreenSizeFalloff value on the render proxy.
Declaration
public void ChangeTessellationComponentScreenSizeFalloff(float InUseTessellationComponentScreenSizeFalloff)
Parameters
Type |
Name |
Description |
System.Single |
InUseTessellationComponentScreenSizeFalloff |
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ChangeUseTessellationComponentScreenSizeFalloff(Boolean)
Change UseTessellationComponentScreenSizeFalloff value on the render proxy.
Declaration
public void ChangeUseTessellationComponentScreenSizeFalloff(bool InComponentScreenSizeToUseSubSections)
Parameters
Type |
Name |
Description |
System.Boolean |
InComponentScreenSizeToUseSubSections |
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EditorApplySpline(SplineComponent, Single, Single, Single, Single, Single, Single, Int32, Boolean, Boolean, LandscapeLayerInfoObject)
Deform landscape using a given spline
@
Declaration
public void EditorApplySpline(SplineComponent InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, LandscapeLayerInfoObject PaintLayer)
Parameters
Type |
Name |
Description |
SplineComponent |
InSplineComponent |
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System.Single |
StartWidth |
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System.Single |
EndWidth |
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System.Single |
StartSideFalloff |
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System.Single |
EndSideFalloff |
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System.Single |
StartRoll |
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System.Single |
EndRoll |
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System.Int32 |
NumSubdivisions |
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System.Boolean |
bRaiseHeights |
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System.Boolean |
bLowerHeights |
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LandscapeLayerInfoObject |
PaintLayer |
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Remarks
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EditorSetLandscapeMaterial(MaterialInterface)
Setter for LandscapeMaterial. Has no effect outside the editor.
Declaration
public void EditorSetLandscapeMaterial(MaterialInterface NewLandscapeMaterial)
Parameters
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LandscapeExportHeightmapToRenderTarget(TextureRenderTarget2D, Boolean)
Declaration
public bool LandscapeExportHeightmapToRenderTarget(TextureRenderTarget2D InRenderTarget, bool InExportHeightIntoRGChannel)
Parameters
Returns
Type |
Description |
System.Boolean |
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LandscapeExportWeightmapToRenderTarget(TextureRenderTarget2D, Name)
Output a landscape weightmap to a render target
Declaration
public bool LandscapeExportWeightmapToRenderTarget(TextureRenderTarget2D InRenderTarget, Name InLayerName)
Parameters
Returns
Type |
Description |
System.Boolean |
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Remarks
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LandscapeImportHeightmapFromRenderTarget(TextureRenderTarget2D, Boolean)
Declaration
public bool LandscapeImportHeightmapFromRenderTarget(TextureRenderTarget2D InRenderTarget, bool InImportHeightFromRGChannel)
Parameters
Returns
Type |
Description |
System.Boolean |
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LandscapeImportWeightmapFromRenderTarget(TextureRenderTarget2D, Name)
Overwrites a landscape weightmap with render target data
Declaration
public bool LandscapeImportWeightmapFromRenderTarget(TextureRenderTarget2D InRenderTarget, Name InLayerName)
Parameters
Returns
Type |
Description |
System.Boolean |
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Remarks
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New(UObject, Name)
Spawn an object of this class
Declaration
public static LandscapeProxy New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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SetLandscapeMaterialScalarParameterValue(Name, Single)
Set a MID scalar (float) parameter value for all landscape components.
Declaration
public void SetLandscapeMaterialScalarParameterValue(Name ParameterName, float Value)
Parameters
Type |
Name |
Description |
Name |
ParameterName |
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System.Single |
Value |
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SetLandscapeMaterialTextureParameterValue(Name, Texture)
Set an MID texture parameter value for all landscape components.
Declaration
public void SetLandscapeMaterialTextureParameterValue(Name ParameterName, Texture Value)
Parameters
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SetLandscapeMaterialVectorParameterValue(Name, LinearColor)
Set an MID vector parameter value for all landscape components.
Declaration
public void SetLandscapeMaterialVectorParameterValue(Name ParameterName, LinearColor Value)
Parameters
Operators
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Implicit(IntPtr to LandscapeProxy)
Convert from IntPtr to UObject
Declaration
public static implicit operator LandscapeProxy(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns