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Class LandscapeProxy

Landscape Proxy

Inheritance
System.Object
UObject
Actor
LandscapeProxy
Landscape
LandscapeStreamingProxy
Inherited Members
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 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
Type Description
BodyInstance
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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
Type Description
ObjectArrayField<LandscapeHeightfieldCollisionComponent>
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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
Type Description
LandscapeProxy
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DefaultPhysMaterial

Default physical material, used when no per-layer values physical materials

Declaration
public PhysicalMaterial DefaultPhysMaterial { get; set; }
Property Value
Type Description
PhysicalMaterial
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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

Foliage Components

Declaration
public ObjectArrayField<HierarchicalInstancedStaticMeshComponent> FoliageComponents { get; }
Property Value
Type Description
ObjectArrayField<HierarchicalInstancedStaticMeshComponent>
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LandscapeComponents

The array of LandscapeComponent that are used by the landscape

Declaration
public ObjectArrayField<LandscapeComponent> LandscapeComponents { get; }
Property Value
Type Description
ObjectArrayField<LandscapeComponent>
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LandscapeGuid

Guid for LandscapeEditorInfo *

Declaration
public FGuid LandscapeGuid { get; set; }
Property Value
Type Description
FGuid
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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
Type Description
MaterialInterface
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LandscapeMaterial

Combined material used to render the landscape

Declaration
public MaterialInterface LandscapeMaterial { get; set; }
Property Value
Type Description
MaterialInterface
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LandscapeSectionOffset

Offset in quads from global components grid origin (in quads) *

Declaration
public IntPoint LandscapeSectionOffset { get; set; }
Property Value
Type Description
IntPoint
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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
Type Description
LightingChannels
Remarks

Lights with matching channels will affect the Landscape. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

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LightmassSettings

The Lightmass settings for this object.

Declaration
public LightmassPrimitiveSettings LightmassSettings { get; set; }
Property Value
Type Description
LightmassPrimitiveSettings
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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
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 Note that this can also be overridden per-component when the component is selected with the component select tool

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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
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 Note that this can also be overridden per-component when the component is selected with the component select tool

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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
Remarks

Does not work with an XY offset map (mesh collision)

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SplineComponent

Spline Component

Declaration
public LandscapeSplinesComponent SplineComponent { get; set; }
Property Value
Type Description
LandscapeSplinesComponent
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StaticClass

Get UE4 Class

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

Automatically calculate proper value for removing seams

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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

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
System.Single StartWidth
System.Single EndWidth
System.Single StartSideFalloff
System.Single EndSideFalloff
System.Single StartRoll
System.Single EndRoll
System.Int32 NumSubdivisions
System.Boolean bRaiseHeights
System.Boolean bLowerHeights
LandscapeLayerInfoObject PaintLayer
Remarks

param StartWidth - Width of the spline at the start node, in Spline Component local space @param EndWidth - Width of the spline at the end node, in Spline Component local space @param StartSideFalloff - Width of the falloff at either side of the spline at the start node, in Spline Component local space @param EndSideFalloff - Width of the falloff at either side of the spline at the end node, in Spline Component local space @param StartRoll - Roll applied to the spline at the start node, in degrees. 0 is flat @param EndRoll - Roll applied to the spline at the end node, in degrees. 0 is flat @param NumSubdivisions - Number of triangles to place along the spline when applying it to the landscape. Higher numbers give better results, but setting it too high will be slow and may cause artifacts @param bRaiseHeights - Allow the landscape to be raised up to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed @param bLowerHeights - Allow the landscape to be lowered down to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed @param PaintLayer - LayerInfo to paint, or none to skip painting. The landscape must be configured with the same layer info in one of its layers or this will do nothing!

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EditorSetLandscapeMaterial(MaterialInterface)

Setter for LandscapeMaterial. Has no effect outside the editor.

Declaration
public void EditorSetLandscapeMaterial(MaterialInterface NewLandscapeMaterial)
Parameters
Type Name Description
MaterialInterface NewLandscapeMaterial
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LandscapeExportHeightmapToRenderTarget(TextureRenderTarget2D, Boolean)

Declaration
public bool LandscapeExportHeightmapToRenderTarget(TextureRenderTarget2D InRenderTarget, bool InExportHeightIntoRGChannel)
Parameters
Type Name Description
TextureRenderTarget2D InRenderTarget
System.Boolean InExportHeightIntoRGChannel
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
Type Name Description
TextureRenderTarget2D InRenderTarget
Name InLayerName
Returns
Type Description
System.Boolean
Remarks

Only works in the editor

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LandscapeImportHeightmapFromRenderTarget(TextureRenderTarget2D, Boolean)

Declaration
public bool LandscapeImportHeightmapFromRenderTarget(TextureRenderTarget2D InRenderTarget, bool InImportHeightFromRGChannel)
Parameters
Type Name Description
TextureRenderTarget2D InRenderTarget
System.Boolean InImportHeightFromRGChannel
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
Type Name Description
TextureRenderTarget2D InRenderTarget
Name InLayerName
Returns
Type Description
System.Boolean
Remarks

Only works in the editor

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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
Type Name Description
UObject obj
Name name
Returns
Type Description
LandscapeProxy
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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
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
Type Name Description
Name ParameterName
Texture Value
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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
Type Name Description
Name ParameterName
LinearColor Value

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
Returns
Type Description
LandscapeProxy
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