TBM2_API_Reference > TBM_TileRenderer

TBM_TileRenderer

Class Details

Defined in: Public/TBM_TileRenderer.h

Hierarchy: Object > Actor > TBM_TileRenderer

Renders and saves radar tiles onto the disk

Properties

TArray ActorClassFilter Actor Class Filter: Only render actors that are subclass of one of the classes in the list
TObjectPtr<UMaterialInterface> CachedLandscapeMaterial
TObjectPtr<UTextureRenderTarget2D> CaptureTarget
FVector2D CenterTile Center Tile: CALCULATED INFO
FDataTableRowHandle ColorID Color ID: Optional; eg. we can have different color setups for the minimap and the menu map
int32 Columns
TArray ComponentClassFilter Component Class Filter: Only render components that are subclass of one of the classes in the list
TArray DebugTextRenderComps
bool DrawingDebugLines
FString FileName File Name: 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 File Name Offset Index: 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
FVector2D FirstTile
TObjectPtr<UTBM_GridTriggerBox> GridBounds Grid Bounds: Defines the size of the map. Should encompass the level to be captured
FDataTableRowHandle GridID Grid ID: The data table we write the calculated info to
FTransform GridTransform
float LineThickness
bool LockTransform Lock Transform: If true the actor can't be moved. Useful to prevent accidential movement
bool Refresh Refresh: Hit to refresh the visualizator
int32 RenderNeighbours Render Neighbours: 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
FVector RenderOffset Render Offset: Offset of the render location. Eg. adjust Z to render from above
TObjectPtr<USceneComponent> RenderRoot Render Root: DEFAULT SUBOBJECTS
int32 RenderStartingTileID Render Starting Tile ID: Whether to render the specific tile only. Set to < 0 to render all tiles
FVector2D Resolution
int32 Rows
TArray ShowOnlyList Show Only List: If not empty the visualizator will render only the actors in the list. Useful for interiors
bool ShowinGame Show in Game: Whether to show the visualization in game
float SphereRadius
float TextSize
TObjectPtr<USceneCaptureComponent2D> TileCapture Tile Capture: Screen capture responsible for capturing the tile images
float TileRadius Tile Radius: Half size of a single tile
FColor TileRenderedColor Tile Rendered Color: Color of the tile if it can be rendered
float TileSize
FColor TileUnrenderedColor Tile Unrendered Color: Color of the tile if it can NOT be rendered
TArray TilestoRender Tiles to Render: List of tiles to render based on the capture settings. Empty in case we want to render all the tiles
bool UpdateDataTableAfterCapture
TWeakObjectPtr<ALandscape> UpdatedLandscape
FVector VisualOffset Visual Offset: Additional world offset of the visualization data on top of RenderOffset
bool Visualize Visualize: Whether to show the visualization data (grid and tile IDs)

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 Location
Get Capture Path
Setup Render Target