TBM2_API_Reference > TBM_TileRenderer

TBM_TileRenderer

Class Details

Defined in: Public/TBM_TileRenderer.h

Hierarchy: Object > Actor > TBM_TileRenderer

Description

Renders and saves radar tiles onto the disk

Properties

TObjectPtr<USceneComponent> RenderRoot DEFAULT SUBOBJECTS
TObjectPtr<USceneCaptureComponent2D> TileCapture Screen capture responsible for capturing the tile images
TObjectPtr<UTBM_GridTriggerBox> GridBounds Defines the size of the map. Should encompass the level to be captured
bool Refresh Hit to refresh the visualizator
bool LockTransform If true the actor can't be moved. Useful to prevent accidential movement
bool Visualize Whether to show the visualization data (grid and tile IDs)
bool ShowinGame Whether to show the visualization in game
FColor TileRenderedColor Color of the tile if it can be rendered
FColor TileUnrenderedColor Color of the tile if it can NOT be rendered
float LineThickness
float TextSize
FVector VisualOffset Additional world offset of the visualization data on top of RenderOffset
FDataTableRowHandle GridID The data table we write the calculated info to
FDataTableRowHandle ColorID Optional; eg. we can have different color setups for the minimap and the menu map
FString FileName Name of the saved image file. Tile ID and file type is appended to it before saving so the final name will be FileNameXX.png where XX is the tile ID, eg. 01
int32 FileNameOffsetIndex Whether the saved image file tile ID should start at 00 or be offset. Should be adjusted eg. if photo editing software batch exports tiles at index 01
bool UpdateDataTableAfterCapture
double TileRadius Half size of a single tile
FVector RenderOffset Offset of the render location. Eg. adjust Z to render from above
int32 RenderStartingTileID Whether to render the specific tile only. Set to < 0 to render all tiles
int32 RenderNeighbours If > 0 and RenderStartingTileID is > 0 render the neighbours of the starting ID Eg. if set to 1 we'll render 3x3 grid of the starting tile and its neighbours The tiles to be rendered are displayed with TileRenderedColor
FVector2D Resolution
TArray ActorClassFilter Only render actors that are subclass of one of the classes in the list
TArray ComponentClassFilter Only render components that are subclass of one of the classes in the list
TArray ShowOnlyList If not empty the visualizator will render only the actors in the list. Useful for interiors
FVector2D CenterTile CALCULATED INFO
int32 Rows
int32 Columns
double TileSize
FTransform GridTransform
float SphereRadius
TArray TilestoRender List of tiles to render based on the capture settings. Empty in case we want to render all the tiles
TObjectPtr<UTextureRenderTarget2D> CaptureTarget
bool DrawingDebugLines
TArray DebugTextRenderComps
TWeakObjectPtr<ALandscape> UpdatedLandscape
TObjectPtr<UMaterialInterface> CachedLandscapeMaterial

Nodes

Assign Colors in Game
Capture Tiles
Capture and Save Image
Event Assign Colors
Event Assign Colors to Landscape
Event Capture Tiles
Event Cleanup Visualization
Event Find Tiles to Render
Event Reset Landscape Material
Event Setup Render Target
Event Setup Show Only List
Event Update Data Table
Event Visualize Tiles
Find Tile Info
Get Capture Path
Get Capture Transform
Setup Render Target