ALODActor

Inheritance Hierarchy

Syntax

class ALODActor : public AActor

Remarks

LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference

Variables

Name Description

Public variable

bool

 

bOverrideMaterialMergeSettings

Flag whether or not to use the override MaterialSettings when creating the proxy mesh

Public variable

bool

 

bOverrideScreenSize

Flag whether or not to use the override ScreenSize when creating the proxy mesh

Public variable

bool

 

bOverrideTransitionScreenSize

Flag whether or not to use the override TransitionScreenSize for this proxy mesh

Public variable

uint8

 

CachedNumHLODLevels

Public variable

int32

 

LODLevel

The hierarchy level of this actor; the first tier of HLOD is level 1, the second tier is level 2 and so on.

Public variable

FMaterialProxyS ...

 

MaterialSettings

Override Material Settings, used when creating the proxy mesh

Public variable

uint32

 

NumTrianglesInMergedMesh

Cached number of triangles contained in the SubActors

Public variable

uint32

 

NumTrianglesInSubActors

Cached number of triangles contained in the SubActors

Public variable

int32

 

ScreenSize

Override screen size value used in mesh reduction, when creating the proxy mesh

Public variable

TArray < AActor ...

 

SubActors

Public variable

float

 

TransitionScreenSize

Override transition screen size value, determines the screen size at which the proxy is visible The screen size is based around the projected diameter of the bounding sphere of the model.

Constructors

Name Description

Public function

ALODActor

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

AddSubActor

(
    AActor * InActor
)

Adds InAcor to the SubActors array and set its LODParent to this

Public function

void

 

CleanSubActorArray()

Cleans the SubActor array (removes all NULL entries)

Public function

void

 

DetermineShadowingFlags()

This will determine the shadowing flags for the static mesh component according to all sub actors.

Public function

void

 

ForceUnbuilt()

Force this actor to appear unbuilt (zeros-out key)

Public function Const

float

 

GetDrawDistance()

Gets the LOD draw distance

Public function Const

const FName ...

 

GetKey()

Get the key that we use to check if we need to (re)build

Public function Const

float

 

GetLODDrawDistance()

Public function

const uint32

 

GetNumTrianglesInMergedMesh()

Returns the number of triangles this LODActor's SubActors contain

Public function

const uint32

 

GetNumTrianglesInSubActors()

Returns the number of triangles this LODActor's SubActors contain

Public function Const

UHLODProxy &...

 

GetProxy()

Get the proxy mesh we use to render

Public function Const

UStaticMeshC ...

 

GetStaticMeshComponent()

Returns StaticMeshComponent subobject

Public function Const

const bool

 

HasAnySubActors()

Determines whether or not this LODActor has any SubActors

Public function Const

const bool

 

HasValidSubActors()

Determines whether or not this LODActor has valid SubActors and can be built

Public function Const

const bool

 

IsBuilt

(
    bool bInForce
)

Check to see if this mesh is built

Public function

void

 

PauseDitherTransition()

Forces the mesh into view by setting the MinDrawDistance to zero (this pops the mesh into view, no fading)

Public function

void

 

RecalculateDrawingDistance

(
    const float TransitionScreenSize
)

Recalculates the drawing distance according to a fixed FOV of 90 and the transition screen size

Public function

const bool

 

RemoveSubActor

(
    AActor * InActor
)

Removes InActor from the SubActors array and sets its LODParent to nullptr

Public function

void

 

SetDrawDistance

(
    float InDistance
)

Sets the LOD draw distance and updates the Static Mesh Component's min drawing distance

Public function

void

 

SetForcedView

(
    const bool InState
)

Sets forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance according to InState

Public function

void

 

SetHiddenFromEditorView

(
    const bool InState,
    const int32 ForceLODLevel
)

Sets the state of whether or not this LODActor is hidden from the Editor view, used for forcing a HLOD to show

Public function

void

 

SetStaticMesh

(
    UStaticMesh * InStaticMesh
)

Sets StaticMesh and IsPreviewActor to true if InStaticMesh equals nullptr

Public function

void

 

StartDitherTransition()

Makes the actor tickable and according to r.HLOD.DitherPauseTime sets the MinDrawDistance back to non-zero

Public function

void

 

ToggleForceView()

Toggles forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance

Public function

void

 

UpdateSubActorLODParents()

Updates the LODParents for the SubActors (and the drawing distance)

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

EditorApplyMirror

(
    const FVector & MirrorScale,
    const FVector & PivotLocation
)

Called by MirrorActors to perform a mirroring operation on the actor

Public function Virtual

void

 

EditorApplyRotation

(
    const FRotator & DeltaRotation,
    bool bAltDown,
    bool bShiftDown,
    bool bCtrlDown
)

Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation.

Public function Virtual

void

 

EditorApplyScale

(
    const FVector & DeltaScale,
    const FVector * PivotLocation,
    bool bAltDown,
    bool bShiftDown,
    bool bCtrlDown
)

Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation.

Public function Virtual

void

 

EditorApplyTranslation

(
    const FVector & DeltaTranslation,
    bool bAltDown,
    bool bShiftDown,
    bool bCtrlDown
)

Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation.

Public function Virtual Const

FBox

 

GetComponentsBoundingBox

(
    bool bNonColliding
)

Returns the world space bounding box of all components in this Actor.

Public function Virtual Const

bool

 

GetReferencedContentObjects

(
    TArray < UObject * >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Public function Virtual Const

FString

 

GetDetailedInfoInternal()

This function actually does the work for the GetDetailedInfo() and is virtual.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreEditChange

(
    UProperty * PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform * TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Constants

Name

Description

CVarSink

Sink for when CVars are changed to check to see if the maximum HLOD level value has changed.

HLODDistances

See Also

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/LODActor.h