UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FoliageType.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "UObject/Object.h"
8#include "Misc/Guid.h"
11#include "Curves/CurveFloat.h"
13#include "FoliageType.generated.h"
14
15class UStaticMesh;
16
17UENUM()
19{
20 FOLIAGEVERTEXCOLORMASK_Disabled UMETA(DisplayName="Disabled"),
21 FOLIAGEVERTEXCOLORMASK_Red UMETA(DisplayName="Red"),
22 FOLIAGEVERTEXCOLORMASK_Green UMETA(DisplayName="Green"),
23 FOLIAGEVERTEXCOLORMASK_Blue UMETA(DisplayName="Blue"),
24 FOLIAGEVERTEXCOLORMASK_Alpha UMETA(DisplayName="Alpha"),
25};
26
27UENUM()
29{
30 Red,
31 Green,
32 Blue,
33 Alpha,
34
36};
37
38USTRUCT()
40{
42
43
46 UPROPERTY(EditAnywhere, Category=VertexColorMask)
47 uint32 UseMask:1;
48
50 UPROPERTY(EditAnywhere, Category=VertexColorMask)
51 float MaskThreshold;
52
57 UPROPERTY(EditAnywhere, Category=VertexColorMask)
58 uint32 InvertMask:1;
59
61 : UseMask(false)
62 , MaskThreshold(0.5f)
63 , InvertMask(false)
64 {}
65};
66
67UENUM()
69{
71 Uniform,
73 Free,
75 LockXY,
77 LockXZ,
79 LockYZ
80};
81
82USTRUCT()
84{
86
88
89 UPROPERTY(Category = Procedural, EditAnywhere, meta = (Subcategory = "Density"))
90 bool bUseFalloffCurve = false;
91
97 UPROPERTY(Category = Procedural, EditAnywhere, meta = (Subcategory = "Density", XAxisName = "Normalized Distance", YAxisName = "Density Factor"))
98 FRuntimeFloatCurve FalloffCurve;
99
100 FOLIAGE_API bool IsInstanceFiltered(const FVector2D& Position, const FVector2D& Origin, FVector::FReal MaxDistance) const;
101 FOLIAGE_API float GetDensityFalloffValue(const FVector2D& Position, const FVector2D& Origin, FVector::FReal MaxDistance) const;
102};
103
104UCLASS(abstract, hidecategories = Object, editinlinenew, MinimalAPI, BlueprintType, Blueprintable)
106{
108
109 /* Gets/Sets the source data associated with this FoliageType */
110 virtual UObject* GetSource() const PURE_VIRTUAL(UFoliageType::GetSource, return nullptr; );
111
112 virtual void Serialize(FArchive& Ar) override;
113 virtual void PostLoad() override;
114
115 virtual bool IsNotAssetOrBlueprint() const;
116 FOLIAGE_API FVector3f GetRandomScale() const;
117
118#if WITH_EDITOR
119 virtual FString GetDefaultNewAssetName() const
120 {
121 return TEXT("NewFoliage");
122 }
123
124 virtual void SetSource(UObject* InSource) PURE_VIRTUAL(UFoliageType::SetSource, );
125 virtual void UpdateBounds() {}
126 /* Lets subclasses decide if the InstancedFoliageActor should reallocate its instances if the specified property change event occurs */
127 virtual bool IsFoliageReallocationRequiredForPropertyChange(const FProperty* Property) const { return true; }
128
129 virtual void PreEditChange(FProperty* PropertyAboutToChange) override;
130 virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
131 virtual bool IsSourcePropertyChange(const FProperty* Property) const { return false; }
132
133 /* Notifies all relevant foliage actors that HiddenEditorView mask has been changed */
135
136 /* Nice and clean name for user interface */
138#endif
139
140 /* A GUID that is updated every time the foliage type is modified,
141 so foliage placed in the level can detect the FoliageType has changed. */
142 UPROPERTY()
143 FGuid UpdateGuid;
144
145
146public:
147 // PAINTING
148
150 UPROPERTY(EditAnywhere, Category=Painting, meta=(DisplayName="Density / 1Kuu", UIMin = 0, ClampMin = 0, UIMax = 10000, ClampMax = 10000))
152
154 UPROPERTY(EditAnywhere, Category=Painting, meta=(UIMin=0, ClampMin=0, UIMax = 1000, ClampMax = 1000, ReapplyCondition="ReapplyDensity"))
155 float DensityAdjustmentFactor;
156
158 UPROPERTY(EditAnywhere, Category=Painting, meta=(UIMin=0, ClampMin=0, UIMax = 100000, ClampMax = 100000, ReapplyCondition="ReapplyRadius"))
159 float Radius;
160
162 UPROPERTY(EditAnywhere, Category = Painting)
163 bool bSingleInstanceModeOverrideRadius = false;
164
166 UPROPERTY(EditAnywhere, Category = Painting, meta = (EditCondition = "bSingleInstanceModeOverrideRadius", UIMin = 0, ClampMin = 0, UIMax = 100000, ClampMax = 100000))
167 float SingleInstanceModeRadius = 0.f;
168
170 UPROPERTY(EditAnywhere, Category=Painting, meta=(ReapplyCondition="ReapplyScaling"))
172
174 UPROPERTY(EditAnywhere, Category=Painting, meta=(ClampMin="0.001", UIMin="0.001", ReapplyCondition="ReapplyScaleX"))
176
178 UPROPERTY(EditAnywhere, Category=Painting, meta=(ClampMin="0.001", UIMin="0.001", ReapplyCondition="ReapplyScaleY"))
180
182 UPROPERTY(EditAnywhere, Category=Painting, meta=(ClampMin="0.001", UIMin="0.001", ReapplyCondition="ReapplyScaleZ"))
184
185 UPROPERTY(EditAnywhere, AdvancedDisplay, Category=Painting, meta=(HideBehind="VertexColorMask"))
187
192 UPROPERTY()
193 TEnumAsByte<enum FoliageVertexColorMask> VertexColorMask_DEPRECATED;
194
196 UPROPERTY()
197 float VertexColorMaskThreshold_DEPRECATED;
198
203 UPROPERTY()
204 uint32 VertexColorMaskInvert_DEPRECATED:1;
205
206public:
207 // PLACEMENT
208
210 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(DisplayName="Z Offset", ReapplyCondition="ReapplyZOffset"))
212
215 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(ReapplyCondition="ReapplyAlignToNormal"))
216 uint32 AlignToNormal:1;
217
219 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(ToolTip="Will average normal based on Foliage Type base radius (this as a cost as it will do extra line traces)"))
221
223 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Placement, meta = (EditCondition = "AverageNormal", ToolTip = "Whether to discard normals originating from other hit components or not when averaging normals"))
224 uint32 AverageNormalSingleComponent:1;
225
227 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(UIMin = 0, ClampMin = 0, UIMax = 359, ClampMax = 359, HideBehind="AlignToNormal"))
228 float AlignMaxAngle;
229
231 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(ReapplyCondition="ReapplyRandomYaw"))
232 uint32 RandomYaw:1;
233
235 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(UIMin = 0, ClampMin = 0, UIMax = 359, ClampMax = 359, ReapplyCondition="ReapplyRandomPitchAngle"))
236 float RandomPitchAngle;
237
238 /* Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal */
239 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(UIMin=0, ClampMin = 0, UIMax = 359, ClampMax = 359, ReapplyCondition="ReapplyGroundSlope"))
240 FFloatInterval GroundSlopeAngle;
241
242 /* The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values */
243 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Placement, meta=(ReapplyCondition="ReapplyHeight"))
245
247 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Placement, meta=(ReapplyCondition="ReapplyLandscapeLayers", DisplayName="Inclusion Landscape Layers"))
248 TArray<FName> LandscapeLayers;
249
251 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Placement, meta=(UIMin=0, ClampMin = 0, UIMax = 1, ClampMax = 1, HideBehind="LandscapeLayers", DisplayName="Minimum Inclusion Landscape Weight"))
252 float MinimumLayerWeight;
253
255 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Placement, meta = (ReapplyCondition = "ReapplyLandscapeLayers"))
256 TArray<FName> ExclusionLandscapeLayers;
257
259 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Placement, meta = (UIMin=0, ClampMin = 0, UIMax = 1, ClampMax = 1, HideBehind = "ExclusionLandscapeLayers"))
260 float MinimumExclusionLayerWeight;
261
262 UPROPERTY()
263 FName LandscapeLayer_DEPRECATED;
264
265 /* If checked, an overlap test with existing world geometry is performed before each instance is placed */
266 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Placement, meta=(ReapplyCondition="ReapplyCollisionWithWorld"))
267 uint32 CollisionWithWorld:1;
268
269 /* The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check */
270 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Placement, meta=(HideBehind="CollisionWithWorld"))
271 FVector CollisionScale;
272
274 UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category = Placement, meta=(EditCondition="AverageNormal"))
275 int32 AverageNormalSampleCount;
276
277 UPROPERTY()
279
280 // X, Y is origin position and Z is radius...
281 UPROPERTY()
282 FVector LowBoundOriginRadius;
283
284public:
285 // INSTANCE SETTINGS
286
288 UPROPERTY(Category = InstanceSettings, EditAnywhere, BlueprintReadOnly)
290
295 UPROPERTY(EditAnywhere, Category=InstanceSettings, meta=(UIMin=0))
296 FInt32Interval CullDistance;
297
299 UPROPERTY()
300 uint32 bEnableStaticLighting_DEPRECATED : 1;
301
303 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings)
304 uint32 CastShadow:1;
305
307 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="CastShadow"))
308 uint32 bAffectDynamicIndirectLighting:1;
309
311 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="CastShadow"))
312 uint32 bAffectDistanceFieldLighting:1;
313
315 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="CastShadow"))
316 uint32 bCastDynamicShadow:1;
317
319 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="CastShadow"))
320 uint32 bCastStaticShadow:1;
321
323 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition = "CastShadow"))
324 uint8 bCastContactShadow : 1;
325
327 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="bCastDynamicShadow"))
328 uint32 bCastShadowAsTwoSided:1;
329
331 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings)
332 uint32 bReceivesDecals : 1;
333
335 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(InlineEditConditionToggle))
336 uint32 bOverrideLightMapRes:1;
337
339 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings, meta=(EditCondition="CastShadow"))
340 EShadowCacheInvalidationBehavior ShadowCacheInvalidationBehavior;
341
343 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings, meta=(DisplayName="Light Map Resolution", EditCondition="bOverrideLightMapRes"))
344 int32 OverriddenLightMapRes;
345
347 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings)
348 ELightmapType LightmapType;
349
354 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = InstanceSettings)
355 uint32 bUseAsOccluder : 1;
356
357 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = InstanceSettings)
358 uint8 bVisibleInRayTracing : 1;
359
360 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = InstanceSettings)
361 uint8 bEvaluateWorldPositionOffset : 1;
362
363 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = InstanceSettings, meta = (ClampMin=0))
364 int32 WorldPositionOffsetDisableDistance;
365
367 UPROPERTY(EditAnywhere, Category=InstanceSettings, meta=(HideObjectType=true))
368 struct FBodyInstance BodyInstance;
369
371 UPROPERTY(EditAnywhere, Category=InstanceSettings, meta=(HideObjectType=true))
372 TEnumAsByte<EHasCustomNavigableGeometry::Type> CustomNavigableGeometry;
373
378 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings)
379 FLightingChannels LightingChannels;
380
382 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings, meta=(DisplayName = "Render CustomDepth Pass"))
383 uint32 bRenderCustomDepth:1;
384
386 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings, meta = (editcondition = "bRenderCustomDepth"))
387 ERendererStencilMask CustomDepthStencilWriteMask;
388
390 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=InstanceSettings, meta=(UIMin = "0", UIMax = "255", editcondition = "bRenderCustomDepth", DisplayName = "CustomDepth Stencil Value"))
391 int32 CustomDepthStencilValue;
392
402 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=InstanceSettings)
403 int32 TranslucencySortPriority;
404
405#if WITH_EDITORONLY_DATA
408 uint64 HiddenEditorViews;
409
412#endif
413public:
414 float GetRadius(bool bInSingleInstanceMode) const { return bInSingleInstanceMode && bSingleInstanceModeOverrideRadius ? SingleInstanceModeRadius : Radius; }
415
416 // PROCEDURAL
417
418 float GetSeedDensitySquared() const { return InitialSeedDensity * InitialSeedDensity; }
419 FOLIAGE_API float GetMaxRadius() const;
420 FOLIAGE_API float GetScaleForAge(const float Age) const;
421 FOLIAGE_API float GetInitAge(FRandomStream& RandomStream) const;
422 FOLIAGE_API float GetNextAge(const float CurrentAge, const int32 NumSteps) const;
423 FOLIAGE_API bool GetSpawnsInShade() const;
424
425 // COLLISION
426
428 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Collision", ClampMin="0.0", UIMin="0.0"))
429 float CollisionRadius;
430
432 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Collision", ClampMin="0.0", UIMin="0.0"))
433 float ShadeRadius;
434
436 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering", ClampMin="0", UIMin="0"))
437 int32 NumSteps;
438
439 // CLUSTERING
440
442 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering", ClampMin="0.0", UIMin="0.0"))
443 float InitialSeedDensity;
444
446 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering", ClampMin="0.0", UIMin="0.0"))
447 float AverageSpreadDistance;
448
450 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering", ClampMin="0.0", UIMin="0.0"))
451 float SpreadVariance;
452
454 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering", ClampMin="0", UIMin="0"))
455 int32 SeedsPerStep;
456
458 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering"))
459 int32 DistributionSeed;
460
462 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Clustering"))
463 float MaxInitialSeedOffset;
464
465 // GROWTH
466
468 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Growth"))
469 bool bCanGrowInShade;
470
475 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Growth", EditCondition="bCanGrowInShade"))
476 bool bSpawnsInShade;
477
479 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Growth", ClampMin="0.0", UIMin="0.0"))
480 float MaxInitialAge;
481
483 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Growth", ClampMin="0.0", UIMin="0.0"))
484 float MaxAge;
485
491 UPROPERTY(Category=Procedural, EditAnywhere, meta=(Subcategory="Growth"))
492 float OverlapPriority;
493
495 UPROPERTY(Category=Procedural, EditAnywhere, meta = (Subcategory = "Growth", ClampMin = "0.001", UIMin = "0.001"))
496 FFloatInterval ProceduralScale;
497
503 UPROPERTY(Category = Procedural, EditAnywhere, meta = (Subcategory = "Growth", XAxisName = "Normalized Age", YAxisName = "Scale Factor"))
505
506 UPROPERTY(Category = Procedural, EditAnywhere)
508
510 int32 ChangeCount;
511
512public:
513 // REAPPLY EDIT CONDITIONS
514
516 UPROPERTY(EditDefaultsOnly, Category=Reapply)
517 uint32 ReapplyDensity:1;
518
520 UPROPERTY(EditDefaultsOnly, Category=Reapply)
521 uint32 ReapplyRadius:1;
522
524 UPROPERTY(EditDefaultsOnly, Category=Reapply)
525 uint32 ReapplyAlignToNormal:1;
526
528 UPROPERTY(EditDefaultsOnly, Category=Reapply)
529 uint32 ReapplyRandomYaw:1;
530
532 UPROPERTY(EditDefaultsOnly, Category=Reapply)
533 uint32 ReapplyScaling:1;
534
536 UPROPERTY(EditDefaultsOnly, Category=Reapply)
537 uint32 ReapplyScaleX:1;
538
540 UPROPERTY(EditDefaultsOnly, Category=Reapply)
541 uint32 ReapplyScaleY:1;
542
544 UPROPERTY(EditDefaultsOnly, Category=Reapply)
545 uint32 ReapplyScaleZ:1;
546
548 UPROPERTY(EditDefaultsOnly, Category=Reapply)
549 uint32 ReapplyRandomPitchAngle:1;
550
552 UPROPERTY(EditDefaultsOnly, Category=Reapply)
553 uint32 ReapplyGroundSlope:1;
554
555 /* If checked, foliage instances not meeting the valid Z height condition will be removed by the Reapply tool */
556 UPROPERTY(EditDefaultsOnly, Category=Reapply)
557 uint32 ReapplyHeight:1;
558
559 /* If checked, foliage instances painted on areas that do not have the appropriate landscape layer painted will be removed by the Reapply tool */
560 UPROPERTY(EditDefaultsOnly, Category=Reapply)
561 uint32 ReapplyLandscapeLayers:1;
562
564 UPROPERTY(EditDefaultsOnly, Category=Reapply)
565 uint32 ReapplyZOffset:1;
566
567 /* If checked, foliage instances will have an overlap test with the world reapplied, and overlapping instances will be removed by the Reapply tool */
568 UPROPERTY(EditDefaultsOnly, Category=Reapply)
569 uint32 ReapplyCollisionWithWorld:1;
570
571 /* If checked, foliage instances no longer matching the vertex color constraint will be removed by the Reapply too */
572 UPROPERTY(EditDefaultsOnly, Category=Reapply)
573 uint32 ReapplyVertexColorMask:1;
574
575public:
576 // SCALABILITY
577
583 UPROPERTY(EditAnywhere, Category=Scalability)
584 uint32 bEnableDensityScaling:1;
585
589 UPROPERTY(EditAnywhere, Category=Scalability)
590 uint32 bEnableDiscardOnLoad:1;
591
592 /*
593 * Whether this foliage type should be affected by the Engine's "foliage.CullDistanceScale" setting
594 */
595 UPROPERTY(EditAnywhere, Category = Scalability)
596 uint32 bEnableCullDistanceScaling : 1;
597
598public:
599 // VIRTUAL TEXTURE
600
605 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=VirtualTexture, meta = (DisplayName = "Draw in Virtual Textures"))
606 TArray<TObjectPtr<URuntimeVirtualTexture>> RuntimeVirtualTextures;
607
613 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = VirtualTexture, meta = (DisplayName = "Virtual Texture Skip Mips", UIMin = "0", UIMax = "7"))
614 int32 VirtualTextureCullMips = 0;
615
617 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = VirtualTexture, meta = (DisplayName = "Draw in Main Pass"))
619
620public:
621 // HLOD
622
623#if WITH_EDITORONLY_DATA
624 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=HLOD)
626#endif // WITH_EDITORONLY_DATA
627
628private:
629
630#if WITH_EDITORONLY_DATA
631 // Deprecated since FFoliageCustomVersion::FoliageTypeCustomization
632 UPROPERTY()
634
635 UPROPERTY()
637
638 UPROPERTY()
640
641 UPROPERTY()
643
644 UPROPERTY()
646
647 UPROPERTY()
649
650 UPROPERTY()
652
653 UPROPERTY()
655
656 UPROPERTY()
658
659 UPROPERTY()
661
662 UPROPERTY()
663 int32 StartCullDistance_DEPRECATED;
664
665 UPROPERTY()
666 int32 EndCullDistance_DEPRECATED;
667
668 UPROPERTY()
670
671 UPROPERTY()
673
674 UPROPERTY()
676
677 UPROPERTY()
679
680 UPROPERTY()
682
683 UPROPERTY()
685
686 UPROPERTY()
688
689 UPROPERTY()
691#endif// WITH_EDITORONLY_DATA
692};
693
694
OODEFFUNC typedef const char int line
Definition oodle2.h:678
#define PURE_VIRTUAL(func,...)
Definition CoreMiscDefines.h:103
#define TEXT(x)
Definition Platform.h:1272
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
FPlatformTypes::uint64 uint64
A 64-bit unsigned integer.
Definition Platform.h:1117
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
ELightmapType
Definition EngineTypes.h:210
return true
Definition ExternalRpcRegistry.cpp:601
EVertexColorMaskChannel
Definition FoliageType.h:29
FoliageVertexColorMask
Definition FoliageType.h:19
@ UMETA
Definition FoliageType.h:20
EFoliageScaling
Definition FoliageType.h:69
const bool
Definition NetworkReplayStreaming.h:178
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
#define UENUM(...)
Definition ObjectMacros.h:749
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
ERendererStencilMask
Definition PrimitiveComponent.h:103
ERuntimeVirtualTextureMainPassType
Definition RuntimeVirtualTextureEnum.h:58
EShadowCacheInvalidationBehavior
Definition SceneTypes.h:219
USkinnedMeshComponent float
Definition SkinnedMeshComponent.h:60
uint32 Offset
Definition VulkanMemory.cpp:4033
uint8_t uint8
Definition binka_ue_file_header.h:8
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition Archive.h:1208
Definition NameTypes.h:617
Definition UnrealType.h:174
Definition Foliage.Build.cs:6
Definition Landscape.Build.cs:7
Definition Array.h:670
Definition EnumAsByte.h:22
Definition FoliageType.h:106
float GetSeedDensitySquared() const
Definition FoliageType.h:418
float GetRadius(bool bInSingleInstanceMode) const
Definition FoliageType.h:414
Definition Object.h:95
COREUOBJECT_API bool IsSelected() const
Definition Obj.cpp:1599
Definition RuntimeVirtualTexture.h:18
Definition StaticMesh.h:593
Definition World.h:918
Definition EngineTypes.h:3787
Definition NavigationElement.h:18
Definition Scalability.cpp:198
Definition VirtualTextureRecreate.cpp:16
@ false
Definition radaudio_common.h:23
Definition BodyInstance.h:320
Definition FoliageType.h:84
Definition FoliageType.h:40
Definition Guid.h:109
Definition EngineTypes.h:562
Definition UnrealType.h:6865
Definition RandomStream.h:20
Definition CurveFloat.h:13
Definition ObjectPtr.h:488
Definition BoxSphereBounds.h:25