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KF2-Dev-Scripts/Engine/Classes/InstancedFoliageActor.uc
2020-12-13 18:01:13 +03:00

55 lines
2.1 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class InstancedFoliageActor extends Actor
native(Foliage)
hidecategories(Object);
var const native Map_Mirror FoliageMeshes{TMap<class UStaticMesh*, struct FFoliageMeshInfo>};
/** The static mesh type that will be used to show the widget */
var const transient StaticMesh SelectedMesh;
/* Used during gameplay to simplify RTGC */
var const transient array<InstancedStaticMeshComponent> InstancedStaticMeshComponents;
cpptext
{
// UObject interface
virtual void Serialize(FArchive& Ar);
virtual void PostLoad();
// AActor interface
virtual void UpdateComponentsInternal(UBOOL bCollisionUpdate = FALSE);
virtual void ClearComponents();
// AInstancedFoliageActor interface
#if WITH_EDITOR
// Called from editor code to manage instances for components
void SnapInstancesForLandscape( class ULandscapeHeightfieldCollisionComponent* InComponent, const FBox& InInstanceBox );
void MoveInstancesForComponentToCurrentLevel( class UActorComponent* InComponent );
void MoveInstancesForMovedComponent( class UActorComponent* InComponent );
TMap<class UStaticMesh*,TArray<const struct FFoliageInstancePlacementInfo*> > GetInstancesForComponent( class UActorComponent* InComponent );
void DeleteInstancesForComponent( class UActorComponent* InComponent );
// Addition, removal and selection
struct FFoliageMeshInfo* AddMesh( class UStaticMesh* InMesh );
void RemoveMesh( class UStaticMesh* InMesh );
void SelectInstance( class UInstancedStaticMeshComponent* InComponent, INT InComponentInstanceIndex, UBOOL bToggle );
void ApplySelectionToComponents( UBOOL bApply );
void CheckSelection();
FVector GetSelectionLocation();
// Get the instanced foliage actor for the current streaming level.
static AInstancedFoliageActor* GetInstancedFoliageActor(UBOOL bCreateIfNone=TRUE);
// Get the instanced foliage actor for the specified streaming level. Never creates a new IFA.
static AInstancedFoliageActor* GetInstancedFoliageActorForLevel(ULevel* Level);
#endif
}
defaultproperties
{
bStatic=true
bCollideActors=true
bBlockActors=true
}