Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.TerrainComponent

Extends
PrimitiveComponent
Modifiers
native ( Terrain ) noexport

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.TerrainComponent

Variables Summary
array<int>BatchMaterials
boolbDisplayCollisionLevel
TerrainBVTreeBVTree
array<vector>CollisionVertices
intFullBatch
array<Guid>IrrelevantLights
pointerLightMap
array<int>PatchBatches
pointerPatchBatchOffsets
pointerPatchBatchTriangles
array<int>PatchBounds
pointerPatchCachedTessellationValues
pointerRBHeightfield
intSectionBaseX
intSectionBaseY
intSectionSizeX
intSectionSizeY
array<ShadowMap2D>ShadowMaps
pointerTerrainObject
pointerTesselationLevels
intTrueSectionSizeX
intTrueSectionSizeY
pointerWorkingOffsets
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicLights, bAcceptsFoliage, bAcceptsLights, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bCastDynamicShadow, bCastHiddenShadow, bDisableAllRigidBody, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, bOwnerNoSee, bUseAsOccluder, bUseCompartment, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedParentToWorld, CastShadow, CollideActors, CullDistance, DecalList, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, PhysMaterialOverride, RBChannel, RBCollideWithChannels, RBDominanceGroup, RigidBodyIgnorePawns, Rotation, Scale, Scale3D, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Enumerations Summary
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel

Structures Summary
TerrainBVTree
Nodes
TerrainkDOPTree
Nodes, Triangles
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, GetPosition, GetRootBodyInstance, PutRigidBodyToSleep, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, WakeRigidBody
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

BatchMaterials Source code

var private const native transient array<int> BatchMaterials;

bDisplayCollisionLevel Source code

var private const bool bDisplayCollisionLevel;
Indicates the the terrain collision level should be rendered.

BVTree Source code

var private const native transient TerrainBVTree BVTree;
Used for in-game collision tests against terrain.

CollisionVertices Source code

var private const native transient array<vector> CollisionVertices;
This is a low poly version of the terrain vertices in world space. The triangle data is created based upon Terrain->CollisionTesselationLevel

FullBatch Source code

var private const native transient int FullBatch;

IrrelevantLights Source code

var const array<Guid> IrrelevantLights;
INTERNAL: Array of lights that don't apply to the terrain component.

LightMap Source code

var native private const pointer LightMap;

PatchBatches Source code

var private const native transient array<int> PatchBatches;

PatchBatchOffsets Source code

var private const native transient pointer PatchBatchOffsets;

PatchBatchTriangles Source code

var private const native transient pointer PatchBatchTriangles;

PatchBounds Source code

var private const native transient array<int> PatchBounds;

PatchCachedTessellationValues Source code

var private const native transient pointer PatchCachedTessellationValues;

RBHeightfield Source code

var const native pointer RBHeightfield;
Physics engine version of heightfield data.

SectionBaseX Source code

var const int SectionBaseX;

SectionBaseY Source code

var const int SectionBaseY;

SectionSizeX Source code

var const int SectionSizeX;

SectionSizeY Source code

var const int SectionSizeY;

ShadowMaps Source code

var private const array<ShadowMap2D> ShadowMaps;
INTERNAL: Array of shadow map data applied to the terrain component.

TerrainObject Source code

var const native transient pointer TerrainObject;

TesselationLevels Source code

var private const native transient pointer TesselationLevels;

TrueSectionSizeX Source code

var const int TrueSectionSizeX;
The actual section size in vertices...

TrueSectionSizeY Source code

var const int TrueSectionSizeY;

WorkingOffsets Source code

var private const native transient pointer WorkingOffsets;


Structures Detail

TerrainBVTree Source code

struct TerrainBVTree
{
var private const native array<int> Nodes;
};
Place holder structure that mirrors the byte size needed for a BV tree.

TerrainkDOPTree Source code

struct TerrainkDOPTree
{
var private const native array<int> Nodes;
var private const native array<int> Triangles;
};
Place holder structure that mirrors the byte size needed for a kDOP tree


Defaultproperties

defaultproperties
{
   bAllowCullDistanceVolume=False
   bUseAsOccluder=True
   bAcceptsDecals=True
   CastShadow=True
   bAcceptsLights=True
   bUsePrecomputedShadows=True
   CollideActors=True
   BlockActors=True
   BlockZeroExtent=True
   BlockNonZeroExtent=True
   BlockRigidBody=True
   Name="Default__TerrainComponent"
   ObjectArchetype=PrimitiveComponent'Engine.Default__PrimitiveComponent'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:44.983 - Created with UnCodeX