IHierarchicalLODUtilities

[IHierarchicalLODUtilities](API\Developer\HierarchicalLODUtilities\IHierarchicalLODUtilities) module interface

Unreal Engine C++ API Reference > Developer > HierarchicalLODUtilities

Inheritance Hierarchy

  • IHierarchicalLODUtilities

References

   
Module HierarchicalLODUtilities
Header /Engine/Source/Developer/HierarchicalLODUtilities/Public/IHierarchicalLODUtilities.h
Include #include "IHierarchicalLODUtilities.h"

Syntax

class IHierarchicalLODUtilities  

Remarks

IHierarchicalLODUtilities module interface

Destructors

Type Name Description
  ~IHierarchicalLODUtilities ()  

Functions

Type Name Description
const bool AddActorToCluster ( AActor* InActor, ALODActor* InParentActor ) Adds an actor to the given cluster
const bool AreActorsClustered ( const TArray< AActor* >& InAc... ) Checks if all actors are part of a cluster
const bool AreActorsInSameHLODLevel ( const TArray< AActor* >& InAc... ) Checks if all actors are in the same HLOD level
const bool AreActorsInSamePersistingLevel ( const TArray< AActor* >& InAc... ) Checks if all actors have the same outer world
const bool AreClustersInSameHLODLevel ( const TArray< ALODActor* >& I... ) Checks if all clusters are in the same HLOD level
bool BuildStaticMeshForLODActor ( ALODActor* LODActor, UHLODProxy* Proxy, const FHierarchicalSimplification&..., UMaterialInterface* InBaseMate... )  
bool BuildStaticMeshForLODActor ( ALODActor* LODActor, UPackage* AssetsOuter, const FHierarchicalSimplification&..., UMaterialInterface* InBaseMate... )  
bool BuildStaticMeshForLODActor ( ALODActor* LODActor, UPackage* AssetsOuter, const FHierarchicalSimplification&... ) Builds a virtual mesh object for the given LODACtor
float CalculateDrawDistanceFromScreenSize ( const float SphereRadius, const float ScreenSize, const FMatrix& ProjectionMatrix )  
float CalculateScreenSizeFromDrawDistance ( const float SphereRadius, const FMatrix& ProjectionMatrix, const float Distance ) Computes the Screensize of the given Sphere taking into account the ProjectionMatrix and distance
void CleanStandaloneAssetsInPackage ( UPackage* InPackage ) Cleans any standalone flags for meshes, textures and materials.
int32 ComputeStaticMeshLODLevel ( const TArray< FStaticMeshSourceMode..., const FStaticMeshRenderData* R..., const float ScreenSize ) Computes which LOD level of a Mesh corresponds to the given Distance (calculates closest ScreenSize with distance)
ALODActor &#... CreateNewClusterActor ( UWorld* InWorld, const int32 InLODLevel, AWorldSettings* WorldSettings ) Creates a new cluster actor in the given InWorld with InLODLevel as HLODLevel
ALODActor &#... CreateNewClusterFromActors ( UWorld* InWorld, AWorldSettings* WorldSettings, const TArray< AActor* >& InAc..., const int32 InLODLevel ) Creates a new cluster in InWorld with InActors as sub actors
UPackage ... CreateOrRetrieveLevelHLODPackage ( const ULevel* InLevel )  
UPackage ... CreateOrRetrieveLevelHLODPackage ( const ULevel* InLevel, const uint32 HLODLevelIndex ) Creates or retrieves the HLOD package that is created for the given level
UHLODProxy &... CreateOrRetrieveLevelHLODProxy ( const ULevel* InLevel, const uint32 HLODLevelIndex ) Creates or retrieves the HLOD proxy that is created for the given level
AHierarchica... CreateVolumeForLODActor ( ALODActor* InLODActor, UWorld* InWorld ) Creates a HierarchicalLODVolume using the bounds of a given LODActor
void DeleteLODActorsInHLODLevel ( UWorld* InWorld, const int32 HLODLevelIndex ) Deletes all the ALODActors with the given HLODLevelIndex inside off InWorld
void DestroyCluster ( ALODActor* InActor ) Deletes the given cluster's data and instance in the world
void DestroyClusterData ( ALODActor* InActor ) Deletes the given cluster's assets
void DestroyLODActor ( ALODActor* InActor ) Destroys an LODActor instance
void ExcludeActorFromClusterGeneration ( AActor* InActor ) Excludes an actor from the cluster generation process
void ExtractStaticMeshActorsFromLODActor ( ALODActor* LODActor, TArray< AActor* >& InOutActor... ) Extracts all the virtual Mesh Actors from the given LODActor's SubActors array
void ExtractStaticMeshComponentsFromLODActor ( AActor* Actor, TArray< UStaticMeshComponent* ... ) Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors
void ExtractSubActorsFromLODActor ( AActor* Actor, TArray< AActor* >& InOutActor... ) Recursively retrieves Actors from a LODActor and its child LODActors
FString GetLevelHLODProxyName ( const FString& InLevelPackageName, const uint32 HLODLevelIndex ) Get the name of a HLOD proxy given the name of a level's package
int32 GetLODLevelForScreenSize ( const UStaticMeshComponent* St..., const float ScreenSize ) Computes the LODLevel for a StaticMeshComponent taking into account the ScreenSize
ALODActor &#... GetParentLODActor ( const AActor* InActor ) Returns the ALODActor parent for the given InActor, nullptr if none available
FString GetWildcardOfHLODPackagesForPackage ( const FString& PackageName ) Retrieves a wildcard that includes all possible HLOD packagenames that could be used by the given package.
void HandleActorModified ( AActor* InActor ) Handles changes in actors for the current world, checks if InActor is part of a HLOD cluster and if so set its dirty-flag
const bool IsActorClustered ( const AActor* InActor ) Checks if an actor is clustered
bool IsWorldUsedForStreaming ( const UWorld* InWorld ) Checks whether or not the given InWorld is used as a streaming level by any other World in the level
const bool MergeClusters ( ALODActor* TargetCluster, ALODActor* SourceCluster ) Merges two clusters together
const bool RemoveActorFromCluster ( AActor* InActor ) Removes the given actor from it's parent cluster
UPackage ... RetrieveLevelHLODPackage ( const ULevel* InLevel, const uint32 HLODLevelIndex ) Retrieves the HLOD package that is created for the given level
UHLODProxy &... RetrieveLevelHLODProxy ( const ULevel* InLevel, const uint32 HLODLevelIndex ) Retrieves the HLOD proxy that is created for the given level
EClusterGene... ShouldGenerateCluster ( AActor* Actor, const int32 HLODLevelIndex ) Returns whether or not the given actor is eligible for creating a HLOD cluster creation

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