Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:TerrainComponent (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Component >> ActorComponent >> PrimitiveComponent >> TerrainComponent
Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

BatchMaterials[edit]

Type: array<int>

Modifiers: private, const, native, transient


bDisplayCollisionLevel[edit]

Type: bool

Modifiers: private, const

Indicates the the terrain collision level should be rendered.

BVTree[edit]

Type: TerrainBVTree

Modifiers: private, const, native, transient

Used for in-game collision tests against terrain.

CollisionVertices[edit]

Type: array<Object.Vector>

Modifiers: private, const, native, transient

This is a low poly version of the terrain vertices in world space. The triangle data is created based upon Terrain->CollisionTesselationLevel

FullBatch[edit]

Type: int

Modifiers: private, const, native, transient


IrrelevantLights[edit]

Type: array<Object.Guid>

Modifiers: const

INTERNAL: Array of lights that don't apply to the terrain component.

LightMap[edit]

Type: pointer{FLightMap2D}

Modifiers: native, private, const


PatchBatches[edit]

Type: array<int>

Modifiers: private, const, native, transient


PatchBatchOffsets[edit]

Type: pointer

Modifiers: private, const, native, transient


PatchBatchTriangles[edit]

Type: pointer

Modifiers: private, const, native, transient


PatchBounds[edit]

Type: array<int>

Modifiers: private, const, native, transient


PatchCachedTessellationValues[edit]

Type: pointer

Modifiers: private, const, native, transient


RBHeightfield[edit]

Type: pointer

Modifiers: const, native

Physics engine version of heightfield data.

SectionBaseX[edit]

Type: int

Modifiers: const


SectionBaseY[edit]

Type: int

Modifiers: const


SectionSizeX[edit]

Type: int

Modifiers: const


SectionSizeY[edit]

Type: int

Modifiers: const


ShadowMaps[edit]

Type: array<ShadowMap2D>

Modifiers: private, const

INTERNAL: Array of shadow map data applied to the terrain component.

TerrainObject[edit]

Type: pointer

Modifiers: const, native, transient


TesselationLevels[edit]

Type: pointer

Modifiers: private, const, native, transient


TrueSectionSizeX[edit]

Type: int

Modifiers: const

The actual section size in vertices...

TrueSectionSizeY[edit]

Type: int

Modifiers: const


WorkingOffsets[edit]

Type: pointer

Modifiers: private, const, native, transient


Default values[edit]

Property Value
bAcceptsDecals True
bAcceptsLights True
bAllowCullDistanceVolume False
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUseAsOccluder True
bUsePrecomputedShadows True
CastShadow True
CollideActors True

Structs[edit]

TerrainBVTree[edit]

Place holder structure that mirrors the byte size needed for a BV tree.

array<int> Nodes 

TerrainkDOPTree[edit]

Place holder structure that mirrors the byte size needed for a kDOP tree

array<int> Nodes 
array<int> Triangles