ULandscapeEditorObject

Unreal Engine C++ API Reference > Editor > LandscapeEditor

Inheritance Hierarchy

References

   
Module LandscapeEditor
Header /Engine/Source/Editor/LandscapeEditor/Public/LandscapeEditorObject.h
Include #include "LandscapeEditorObject.h"

Syntax

class ULandscapeEditorObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)  

Variables

Type Name Description
float AlphaBrushPanU Horizontally offsets the brush mask texture.
float AlphaBrushPanV Vertically offsets the brush mask texture.
float AlphaBrushRotation Rotates the brush mask texture.
float AlphaBrushScale Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size.
TObjectPtr< UTe... AlphaTexture Mask texture to use.
ELandscapeTextu... AlphaTextureChannel Channel of Mask Texture to use.
TArray< uint8 > AlphaTextureData  
int32 AlphaTextureSizeX  
int32 AlphaTextureSizeY  
bool bAlphaBrushAutoRotate Rotate brush to follow mouse.
bool bApplyToAllTargets If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel.
bool bBrushComponentIncludeBorder  
bool bCanHaveLayersContent  
bool bCombinedLayersOperation  
bool bDetailSmooth If checked, performs a detail preserving smooth using the specified detail smoothing value.
bool bExportEditLayer  
bool bExportSingleFile  
bool bFlattenEyeDropperModeActivated Whether the Eye Dropper mode is activated.
bool bFlipYAxis  
bool bHeightmapSelected  
bool bHErosionDetailSmooth If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value.
TSubclassOf< AL... BlueprintBrush  
bool bPickValuePerApply Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point.
int32 BrushComponentSize Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc.
float BrushFalloff The falloff at the edge of the sculpt brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff.
float BrushRadius The radius of the sculpt brush, in unreal units.
bool bShowFlattenTargetPreview Whether to show the preview grid for the flatten target height.
bool bSmoothGizmoBrush Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp.
bool bUseClayBrush Selects the Clay Brush painting mode.
bool bUseFlattenTarget Enable to flatten towards a target height.
bool bUseNegativeMask If enabled, protects the selected region from changes If disabled, only allows changes in the selected region
bool bUseSelectedRegion Uses selected region as a mask for other tools.
bool bUseSlopeFlatten Flattens to the angle of the clicked point, instead of horizontal.
bool bUseWeightTargetValue Enable to make tools blend towards a target value.
bool bUseWorldSpacePatternBrush  
int32 CurrentLayerIndex  
float DetailScale Larger detail smoothing values remove more details, while smaller values preserve more details.
int32 ErodeIterationNum Number of erosion iterations, more means more erosion but is slower.
int32 ErodeSurfaceThickness The thickness of the surface for the layer weight erosion effect.
int32 ErodeThresh The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied.
ELandscapeToolE... ErosionNoiseMode Whether to erode by lowering, raising, or both.
float ErosionNoiseScale The size of the perlin noise filter used.
float FlattenEyeDropperModeDesiredTarget  
ELandscapeToolF... FlattenMode Whether to flatten by lowering, raising, both or terracing.
float FlattenTarget Target height to flatten towards (in Unreal Units)
FString GizmoHeightmapFilenameString  
TArray< FGizmoH... GizmoHistories  
TArray< FGizmoI... GizmoImportLayers  
FIntPoint GizmoImportSize  
FString HeightmapExportFilename  
FLandscapeImpor... HeightmapImportDescriptor  
int32 HeightmapImportDescriptorIndex  
int32 HErodeIterationNum Number of erosion iterations, more means more erosion but is slower.
float HErosionDetailScale Larger detail smoothing values remove more details, while smaller values preserve more details.
ELandscapeImpor... ImportExportMode  
ELandscapeImpor... ImportLandscape_AlphamapType Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE uses additive internally)
FIntPoint ImportLandscape_GizmoLocalPosition  
uint32 ImportLandscape_Height  
FText ImportLandscape_HeightmapErrorMessage  
FString ImportLandscape_HeightmapFilename Specify a height map file in 16-bit RAW or PNG format.
ELandscapeImpor... ImportLandscape_HeightmapImportResult  
TArray< FLandsc... ImportLandscape_Layers The landscape layers that will be created. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers.
uint32 ImportLandscape_Width  
ELandscapeImpor... ImportType  
FString LastImportPath New Landscape.
float MaximumValueRadius I have no idea what this is for but it's used by the noise and erosion tools, and isn't exposed to the UI.
ELandscapeMirro... MirrorOp Type of mirroring operation to perform e.g. "Minus X To Plus X" copies and flips the -X half of the landscape onto the +X half.
FVector2D MirrorPoint Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed!
int32 MirrorSmoothingWidth Number of vertices either side of the mirror plane to smooth over.
FIntPoint NewLandscape_ComponentCount The number of components in the X and Y direction, determining the overall size of the landscape.
FVector NewLandscape_Location The location of the new landscape.
TWeakObjectPtr<... NewLandscape_Material Material initially applied to the landscape. Setting a material here exposes properties for setting up layer info based on the landscape blend nodes in the material.
int32 NewLandscape_QuadsPerSection The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering.
FRotator NewLandscape_Rotation The rotation of the new landscape.
FVector NewLandscape_Scale The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units.
int32 NewLandscape_SectionsPerComponent The number of sections in a single landscape component. This along with the section size determines the size of each landscape component. A component is the base unit of rendering and culling.
ELandscapeToolN... NoiseMode Whether to apply noise that raises, lowers, or both.
float NoiseScale The size of the perlin noise filter used.
float PaintBrushFalloff The falloff at the edge of the point brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff.
float PaintBrushRadius The radius of the paint brush, in unreal units.
ELandscapeLayer... PaintingRestriction Limits painting to only the components that already have the selected layer.
float PaintToolStrength Strength of the Paint tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool.
FEdModeLandscap... ParentMode  
ELandscapeToolP... PasteMode Whether to paste will only raise, only lower, or both.
int32 RainAmount The amount of rain to apply to the surface. Larger values will result in more erosion.
ELandscapeToolH... RainDistMode Initial Rain Distribution.
float RainDistScale The size of the noise filter for applying initial rain to the surface.
float RampSideFalloff Falloff on side of ramp.
float RampWidth Width of ramp.
FIntPoint ResizeLandscape_ComponentCount Number of components in resulting landscape.
ELandscapeConve... ResizeLandscape_ConvertMode Determines how the new component size will be applied to the existing landscape geometry.
FIntPoint ResizeLandscape_Original_ComponentCount  
int32 ResizeLandscape_Original_QuadsPerSection  
int32 ResizeLandscape_Original_SectionsPerComponent  
int32 ResizeLandscape_QuadsPerSection Number of quads per landscape component section.
int32 ResizeLandscape_SectionsPerComponent Number of sections per landscape component.
float SedimentCapacity The amount of sediment that the water can carry. Larger values will result in more erosion.
bool ShowUnusedLayers  
int32 SmoothFilterKernelSize The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details
ELandscapeGizmo... SnapMode  
ELandscapeLayer... TargetDisplayOrder Display order of the targets.
float TerraceInterval Height of the terrace intervals in unreal units, for the terrace flatten mode.
float TerraceSmooth Smoothing value for terrace flatten mode.
float ToolStrength Strength of the Sculpt tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool.
float WeightTargetValue Enable to make tools blend towards a target value.
uint32 WorldPartitionGridSize  
uint32 WorldPartitionRegionSize  
FLandscapePatte... WorldSpacePatternBrushSettings  

Constructors

Type Name Description
  ULandscapeEditorObject ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
int32 CalcComponentsCount ( int32 InResolution )  
void ChooseBestComponentSizeForImport ()  
int32 ClampLandscapeSize ( int32 InComponentsCount )  
void ClearImportLandscapeData ()  
ELandscapeIm... CreateImportLayersInfo ( TArray< FLandscapeImportLayerInfo >... )  
ELandscapeIm... CreateNewLayersInfo ( TArray< FLandscapeImportLayerInfo >... )  
void ExpandImportData ( TArray< uint16 >& OutHeightData, TArray< FLandscapeImportLayerInfo >... )  
float GetCurrentToolBrushFalloff ()  
float GetCurrentToolBrushRadius ()  
float GetCurrentToolStrength ()  
const TArray... GetImportLandscapeData ()  
bool HasValidAlphaTextureData ()  
void ImportLandscapeData ()  
void InitializeDefaultHeightData ( TArray< uint16 >& OutData )  
void Load () Load UI settings from ini file
void NewLandscape_ClampSize ()  
void OnChangeImportLandscapeResolution ( int32 DescriptorIndex )  
void OnImportHeightmapFilenameChanged ()  
void OnImportWeightmapFilenameChanged ()  
void RefreshImportLayersList ( bool bRefreshFromTarget )  
void RefreshImports ()  
void RefreshLayerImport ( FLandscapeImportLayer& ImportLayer )  
void RefreshLayerImports ()  
void Save () Save UI settings to ini file
void SetAlphaTexture ( UTexture2D* InTexture, ELandscapeTextureColorChannel InTex... ) Alpha/Pattern Brush.
void SetbUseNegativeMask ( bool InbUseNegativeMask )  
void SetbUseSelectedRegion ( bool InbUseSelectedRegion ) Region.
void SetCurrentToolBrushFalloff ( float NewBrushFalloff )  
void SetCurrentToolBrushRadius ( float NewBrushStrength )  
void SetCurrentToolStrength ( float NewToolStrength )  
void SetGizmoSnapMode ( ELandscapeGizmoSnapType SnapMode )  
void SetParent ( FEdModeLandscape* LandscapePar... )  
void SetPasteMode ( ELandscapeToolPasteMode InPasteMode ) Copy/Paste.
void UpdateComponentCount ()  
void UpdateComponentLayerAllowList ()  
void UpdateShowUnusedLayers ()  
void UpdateTargetLayerDisplayOrder ()  
bool UseSingleFileImport ()  

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally

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