Defined in: Public/TBM_TileRenderer.h
Hierarchy: Object > Actor > TBM_TileRenderer
Renders and saves radar tiles onto the disk
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 |