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