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System

Landscape

What it gives you

—

Requires

None

Required by

None

40 assets873 API members
Note

Narrative documentation for this plugin is still being written. The API reference below is complete.

API reference

Every blueprint asset in this plugin. Expand an asset to see its members.

BlueprintBrushes

CustomBrush_Landmass82 members
extends LandscapeBlueprintBrush
KindNameSignatureDescription
varBrush Manager5) DebugLandmassBrushManager—
varDistance Field Cache5) DebugTextureRenderTarget2D—
varCopy RTMID5) DebugMaterialInstanceDynamic—
varRender Distance Field MID5) DebugMaterialInstanceDynamic—
varDraw Brush MID5) DebugMaterialInstanceDynamic—
varBrush Type1) Brush SettingsBrushTypesBrush Type allows you to change the type of input used for the brush, whether it should be a hand drawn shape, mesh, splines, or a material only.
varBlend Mode1) Brush SettingsBrushBlendTypeThe blend mode changes how the brush material is applied to the terrain.
varInvert Shape1) Brush Settingsbool—
varCap Shape1) Brush Settings|Falloffbool—
varFalloff Angle1) Brush Settings|Fallofffloat—
varFalloff Mode1) Brush Settings|FalloffBrushFalloffMode—
varFalloff Width1) Brush Settings|Fallofffloat—
varBrush Material1) Brush Settings|MaterialMaterialInterface—
varStatic Mesh1) Brush Settings|Static MeshStaticMesh—
varCustom Override Material1) Brush Settings|MaterialMaterialInterface—
varOverride Material1) Brush Settings|Materialbool—
varSpline Mesh1) Brush Settings|Spline MeshStaticMesh—
varEdge Width Offset1) Brush Settings|Fallofffloat—
varZ Offset1) Brush Settings|Fallofffloat—
varBlur Shape2) Effects|Blurringbool—
varBlur Size2) Effects|Blurringint—
varCurl 1 Strength2) Effects|Curl Noisefloat—
varUse Curve Channel2) Effects|Curvesbool—
varDisplacement Height2) Effects|Displacementfloat—
varInner Smooth Threshold2) Effects|Smooth Blendingfloat—
varOuter Smooth Threshold2) Effects|Smooth Blendingfloat—
varCurl 2 Strength2) Effects|Curl Noisefloat—
varCurl 1 Tiling2) Effects|Curl Noisefloat—
varCurl 2 Tiling2) Effects|Curl Noisefloat—
varA List Of Effects That Alter The Brush.2) EffectsProcMeshData—
varCustom Scalar Params1) Brush Settings|MaterialMap<name, float>—
varCustom Vector Params1) Brush Settings|MaterialMap<name, LinearColor>—
varCustom Texture Params1) Brush Settings|MaterialMap<name, Texture2D>—
varTerrace Alpha2) Effects|Terracingfloat—
varTerrace Spacing2) Effects|Terracingfloat—
varTerrace Smoothness2) Effects|Terracingfloat—
varMask Length2) Effects|Terracingfloat—
varMask Start Offset2) Effects|Terracingfloat—
varDisplacement Tiling2) Effects|Displacementfloat—
varDisplacement Texture2) Effects|DisplacementTexture2D—
varMidpoint2) Effects|Displacementfloat—
varChannel2) Effects|DisplacementLinearColor—
varElevation Curve Asset2) Effects|CurvesCurveFloat—
varCurve RT2) Effects|CurvesTextureRenderTarget2D—
varChannel Edge Offset2) Effects|Curvesfloat—
varCurve Channel Depth2) Effects|Curvesfloat—
varUsed Material5) DebugMaterialInterface—
varFlatten Mesh1) Brush Settings|Spline MeshStaticMesh—
varShow Flatten Mesh1) Brush Settings|Spline Meshbool—
varShow Splines1) Brush Settings|Spline Meshbool—
varSpline Material1) Brush Settings|Spline MeshMaterialInterface—
varSpline Mesh Scale1) Brush Settings|Spline MeshVector—
varCurve Texture Rendered5) Debugbool—
varDistance Field Is Cached5) Debugbool—
varShape MID5) DebugMaterialInstanceDynamic—
varPath5) Debugstring—
varName5) Debugstring—
varWeightmap MID5) DebugMaterialInstanceDynamic—
varWeightmap Influence2) Effects|Displacementfloat—
varCurve Ramp Width2) Effects|Curvesfloat—
varFlatten Mesh Scale1) Brush Settings|Spline MeshVector—
varDefault Mesh Length1) Brush Settings|Spline Meshfloat—
varMul1) Brush Settings|Spline Meshfloat—
varSpline Length5) Debugfloat—
varPaint Layer Target Settings1) Brush Settings|Paint LayersMap<name, BPWaterBodyWeightmapSettings>—
varCur Paint Layer5) Debugname—
varSpline Mesh BP5) DebugSplineMeshChild—
varForce Tick Perf Test5) Debugbool—
fnRenderLayer(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D—
fnGetBlueprintRenderDependencies(out OutStreamableAssets: Object[])—
fnCenter Actors On Spline Points()—
fnHard Edge Tangents1) Brush Settings()—
fnAuto Spline Tangents1) Brush Settings()—
fnForceUpdate()—
fnExport RT5) Debug()—
fnDraw Custom Shape1) Brush Settings()—
fnDrawCanvasShape()—
fnDraw Brush Material()—
fnCache Distance Field()—
fnUpdate Curves()—
fnBrush Setup()—
eventInitialize(InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint)—
CustomBrush_Landmass_River0 members
extends CustomBrush_Landmass

No editor-visible members; this asset configures defaults only.

CustomBrush_MaterialOnly58 members
extends LandscapeBlueprintBrush
KindNameSignatureDescription
varBrush Manager5) DebugLandmassBrushManager—
varDistance Field Cache5) DebugTextureRenderTarget2D—
varDraw Brush MID5) DebugMaterialInstanceDynamic—
varBlend Mode1) Brush SettingsBrushBlendTypeThe blend mode changes how the brush material is applied to the terrain.
varBrush Material1) Brush Settings|MaterialMaterialInterface—
varBlur Shape2) Effects|Blurringbool—
varBlur Size2) Effects|Blurringint—
varCurl 1 Strength2) Effects|Curl Noisefloat—
varUse Elevation Curve2) Effects|Curvesbool—
varDisplacement Height2) Effects|Displacementfloat—
varInner Smooth Threshold2) Effects|Smooth Blendingfloat—
varOuter Smooth Threshold2) Effects|Smooth Blendingfloat—
varCurl 2 Strength2) Effects|Curl Noisefloat—
varCurl 1 Tiling2) Effects|Curl Noisefloat—
varCurl 2 Tiling2) Effects|Curl Noisefloat—
varA List Of Effects That Alter The Brush.2) EffectsProcMeshData—
varTerrace Alpha2) Effects|Terracingfloat—
varTerrace Spacing2) Effects|Terracingfloat—
varTerrace Smoothness2) Effects|Terracingfloat—
varMask Length2) Effects|Terracingfloat—
varMask Start Offset2) Effects|Terracingfloat—
varDisplacement Tiling2) Effects|Displacementfloat—
varDisplacement Texture2) Effects|DisplacementTexture2D—
varMidpoint2) Effects|Displacementfloat—
varChannel2) Effects|DisplacementLinearColor—
varElevation Curve Asset2) Effects|CurvesCurveFloat—
varCurve RT2) Effects|CurvesTextureRenderTarget2D—
varCurve Bottom Offset2) Effects|Curvesfloat—
varCurve Z Length2) Effects|Curvesfloat—
varCurve Texture Rendered5) Debugbool—
varDistance Field Is Cached5) Debugbool—
varShape MID5) DebugMaterialInstanceDynamic—
varPath5) Debugstring—
varName5) Debugstring—
varWeightmap MID5) DebugMaterialInstanceDynamic—
varWeightmap Influence2) Effects|Displacementfloat—
varTiling1) Brush Settings|Materialfloat—
varElevation Scale1) Brush Settings|Materialfloat—
varElevation Pre- Offset1) Brush Settings|Materialfloat—
varSeed1) Brush Settings|Materialfloat—
varInvert1) Brush Settings|Materialbool—
varOctaves1) Brush Settings|Materialint—
varPersistence1) Brush Settings|Materialfloat—
varCustom Parameters1) Brush Settings|MaterialProcMeshData—
varCustom Scalar Params1) Brush Settings|MaterialMap<name, float>—
varCustom Vector Params1) Brush Settings|MaterialMap<name, LinearColor>—
varCustom Texture Params1) Brush Settings|MaterialMap<name, Texture2D>—
varBrush Material Weightmap1) Brush Settings|MaterialMaterialInterface—
fnRenderLayer(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D—
fnApplyCustomParams()—
fnForceUpdate()—
fnExport RT5) Debug()—
fnDraw Custom Shape1) Brush Settings()—
fnDrawCanvasShape()—
fnDraw Brush Material()—
fnUpdate Curves()—
fnBrush Setup(Landscape RT: TextureRenderTarget2D)—
eventInitialize(InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint)—
LandmassBrushManager92 members
extends LandmassManagerBase · implements Landmass_Interface
KindNameSignatureDescription
varEnable Fast Preview ModeLandmassbool—
varHeightmap Render RTRender TargetsTextureRenderTarget2D—
varScratch Heightmap RTRender TargetsTextureRenderTarget2D—
varLandscape QuadsDebug|Landscape InformationIntPoint—
varLandscape RT ResDebug|Landscape InformationIntPoint—
varWorld SizeDebug|Landscape InformationVector—
varLS TransformDebug|Landscape InformationTransform—
varRT World SizeDebug|Landscape InformationVector2DThe size of the RenderTarget in World Space. Different from the WorldSize of the landscape because the RT rounds up to the next power of 2 which includes empty texels.
varRT World CenterDebug|Landscape InformationVector2D—
varWeightmap RTRender TargetsTextureRenderTarget2D—
varJump Flood RT ARender TargetsTextureRenderTarget2D—
varJump Flood RT BRender TargetsTextureRenderTarget2D—
varDepth And Shape RT ARender TargetsTextureRenderTarget2D—
varFile PathDebug Exportstring—
varFilenameDebug Exportstring—
varPreview Mode Use Landscape MIDLandmassbool—
varSections XDebugint—
varSections YDebugint—
varLast Updated BrushDebugActor—
varBrush Requesting UpdateDebugLandmassActor—
varPreview Landscape MeshDebugLandmass_PreviewLandscape—
varCopy RT MIDDebugMaterialInstanceDynamic—
varRaster Shape MIDDebugMaterialInstanceDynamic—
varUpdate Every Frame DebugDebugbool—
varQuadtree Leaf Node SizeQuadtreefloat—
varCurrent Modified NodesQuadtreeint[]—
varModified Node ExtentsQuadtreeVector4—
varBrushes Requiring UpdateQuadtreeLandmassActor[]—
varDebug TextQuadtreebool—
varBrushes Affects ValuesDebugMap<LandscapeBlueprintBrush, Landmass_Cache_Affect_Values>—
varModified Brush ActorsDebugActor[]—
varUse Nativized TreeQuadtreeboolOnly should be used for debugging. The BP tree is very slow.
varCombined Result RTRender TargetsTextureRenderTarget2D—
varWeightmap RTsRender TargetsMap<name, TextureRenderTarget2D>—
varContent Browser RTDebug ExportTextureRenderTarget2D—
varCopy/ Export TargetDebug Exportname—
varFast Preview Use MID PreviousDebugbool—
varFast Preview Mode PreviousDebugbool—
varNext Frame Full RedrawQuadtreeboolOnly should be used for debugging. The BP tree is very slow.
varErosion BrushDebugLandmassBrush_Erosion—
varInput Landscape Height RTRender TargetsTextureRenderTarget2D—
varLatent UpdateDebugbool—
varKeep Weightmap RTs ResidentDebugbool—
varGather Brushes Automaticallybool—
varCommit Shape RTRender TargetsTextureRenderTarget2D—
varCropped RTRender TargetsTextureRenderTarget2D—
varDistance Field RTRender TargetsTextureRenderTarget2D—
fnGenerateShapeMaskFromSpline(In Brush: Actor, Fixed Step Size: float, Flip Sign: bool, InTexturePath: string)—
fnCopyWMLayersIfNeeded()—
fnGetBlueprintRenderDependencies(out OutStreamableAssets: Object[])—
fnCopy Target to CB RTDebug Export()—
fnUpdate Brushes InternalLandmass()—
fnLaunchLandmassEditorDefault(BrushRequestingEditor: LandmassActor)—
fnDrawBrushMaterialDefault(Brush: LandmassActor, BrushMaterial: MaterialInterface)—
fnTogglePreviewModeDefault(bEnablePreviewMode: bool)—
fnRequestUpdateFromBrushDefault(BrushRequestingUpdate: LandmassActor)—
fnFind A Landscape()—
fnAllocate All Brush WeightmapsDefault()—
fnAllocate Brush Weightmaps()—
fnRenderLayer(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D—
fnAddDebugBrushToTreeQuadtree()—
fnExport Render TargetDebug Export()—
fnLaunch Landmass EditorLandmass()—
fnGather BrushesLandmass()—
fnDraw Material Whole LandscapeDefault(In Material: MaterialInterface)—
fnGet Nodes For ExtentsQuadtree(In Extents: Vector4, out Nodes: int[])—
fnAdd All Brushes to TreeQuadtree()—
fnPrint Note DebugQuadtree()—
fnGet Brushes in Modified NodesQuadtree()—
fnListChildrenQuadtree()—
fnCountChildNodesQuadtree()—
fnRemoveActorFromNodeQuadtree(In_Brush: Actor, In_NodeIndex: int, out Was Removed: bool)—
fnRemoveActorFromQuadtreeQuadtree(out Removed: int[])—
fnFind Brush In TreeQuadtree()—
fnAdd Brush to TreeQuadtree()—
fnPopulate TreeQuadtree()—
fnUpdate Specified Brushes for LayerDefault(out Specified Brushes: LandmassActor[], Heightmap: bool, Weightmap Name: name)—
fnUpdate BrushesLandmass()—
fnEnable PreviewLandscape()—
fnSet Landscape Info(Landscape Information: LandmassLandscapeInfo)—
fnComplete ShapeShape Drawing()—
fnBegin ShapeShape Drawing()—
fnUpdate Transform()—
fnSet MPC Params()—
fnRasterize Spline ShapeDefault(Spline: SplineComponent, Z Position: float, Fixed Sample Length: float, FlipSign: bool)—
fnCapture Mesh Depth BoundedDefault(InPrimitive: PrimitiveComponent, InRenderTarget: TextureRenderTarget2D, InCaptureSize: float, InCaptureTransform: Transform)—
fnReposition SceneCaptureDefault()—
fnCapture Mesh Depth(out Primitive: PrimitiveComponent[])—
fnAllocate RTs()—
eventInitialize(InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint)—
eventtestsort()—
eventPreviewModeTimer()—
SplineMeshChild8 members
extends Actor
KindNameSignatureDescription
varSpline RefSplineComponent—
varMaterialMaterialInterface—
varMeshStaticMesh—
varScaleVector—
varSegment Lengthfloat—
varInfostring—
fnSetup Spline Mesh Components()—
fnUpdate Values(Spline: SplineComponent, Mat: MaterialInterface, Mesh: StaticMesh, Scale: Vector, Segment Length: float)—
TextureTest15 members
extends LandscapeBlueprintBrush
KindNameSignatureDescription
varTextureLandscapeTextureData—
varRTTextureRenderTarget2D—
varRT PackedTextureRenderTarget2D—
varMaterialMaterialInterface—
varDefault Sizeint—
varRT 2TextureRenderTarget2D—
varWrite RTMIDMaterialInstanceDynamic—
varPack MIDMaterialInstanceDynamic—
varTexTexture2D—
varPstring—
fnRenderLayer(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D—
eventCopyMaterial to RT()—
eventCopy Data to RT()—
eventMake Texture()—
eventTest Index()—

BlueprintBrushes/Brushes

LandmassBrush_CopyRegion45 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varDisplacementHeightmapSettingsTexture2D—
varTexture ChannelHeightmapSettings|DisplacementSettingsLandmass_TextureColorChannels—
varAlphablend BehaviorHeightmapSettings|DisplacementSettingsLandmass_AlphaDisplaceModes—
varHeight Reference PlaneHeightmapSettings|DisplacementSettingsfloat—
varCustom Scalar ParamsHeightmapSettings|CustomParametersMap<name, float>—
varCustom Vector ParamsHeightmapSettings|CustomParametersMap<name, LinearColor>—
varCustom Texture ParamsHeightmapSettings|CustomParametersMap<name, Texture2D>—
varAdd Noise MIDDebugMaterialInstanceDynamic—
varSubdivisionsLandscapeCopyintOnly enabled when values > 1. Optionally allows subdividing the copied data into 2D cells. For example, setting to 2 would divide the copied data into 2x2 regions allowing the Index setting below to choose which cell.
varIndexLandscapeCopyintWhen the subdivisions setting above is > 1, this index allows choosing which subdivided cell to sample.
varMake Height RelativeHeightmapSettingsbool—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varCopy Height MIDDebugMaterialInstanceDynamic—
varUse Shared EdgesLandscapeCopybool—
varAll Layers CopiedLandscapeCopybool—
varCopy Weight MIDDebugMaterialInstanceDynamic—
varRequest Copy DataDebugbool—
varHeight Copy RTDebugTextureRenderTarget2D—
varWeightmap RTsDebugMap<name, TextureRenderTarget2D>—
varWeightmaps To CopyWeightmapSettingsname[]—
varSave Texture SeparatelyLandscapeCopybool—
varHeight Copy TextureLandscapeCopyTexture2D—
varWeightmap Copy TexturesLandscapeCopyMap<name, Texture2D>—
varAsset PathLandscapeCopystring—
varUpdated LayersDebugname[]—
varRequest Texture UpdateDebugbool—
varXYOffsetLandscapeCopyVector2D—
varWas Affect HeightmapDebugbool—
varWas Affect WeightmapDebugbool—
varUse Capture Boundary NormalsLandscapeCopybool—
fnPrint Size()—
fnSave Texture Data(out Texture: Texture2D, out RenderTarget: TextureRenderTarget2D)—
fnCopy Input RT(RenderTarget: TextureRenderTarget2D)—
fnCopy Input Data()—
fnAllocate RTs()—
fnCopy Landscape DataLandscapeCopy()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
fnDraw Brush()—
fnSet Material ParamsDefault(In MID: MaterialInstanceDynamic, IsHeightmap: bool)—
fnSetup Brush MIDsDefault()—
fnAssign RenderTargets()—
eventCustomTickTick(DeltaSeconds: float)—
eventManagerRenderComplete()—
LandmassBrush_Erosion86 members
extends LandmassErosionBrushBase · implements Landmass_Interface
KindNameSignatureDescription
varErosion KeyframesErosion SettingsLandmass_Erosion_Keyframe[]—
varSections XDebugint—
varSections YDebugint—
varShow WaterDebugbool—
varDisplay Particle Render MatDebugbool—
varUse Landscape MID For PreviewDebugbool—
varHeightmap RenderDebugbool—
varLandscape TransformDebugTransform—
varLandscape SizeDebugIntPoint—
varRT ResolutionDebugIntPoint—
varWorld SizeDebugVector2D—
varRT World CenterDebugVector2D—
varHeight RT ADebug|Render TargetsTextureRenderTarget2D—
varHeight RT BDebug|Render TargetsTextureRenderTarget2D—
varPosition RT ADebug|Render TargetsTextureRenderTarget2D—
varPosition RT BDebug|Render TargetsTextureRenderTarget2D—
varVelocity RT ADebug|Render TargetsTextureRenderTarget2D—
varVelocity RT BDebug|Render TargetsTextureRenderTarget2D—
varScene Capture RTDebug|Render TargetsTextureRenderTarget2D—
varNormal RTDebug|Render TargetsTextureRenderTarget2D—
varHeight Output RG8Debug|Render TargetsTextureRenderTarget2D—
varLandscape Height Copy RTDebug|Render TargetsTextureRenderTarget2D—
varLandscape in RTDebug|Render TargetsTextureRenderTarget2D—
varErosion Height RT DataDebug|Render TargetsTextureRenderTarget2D—
varErosion Height Texture SavedDebugTexture2D—
varParticle Position Seed MIDDebug|MIDsMaterialInstanceDynamic—
varScatter Position MIDDebug|MIDsMaterialInstanceDynamic—
varScatter Velocity MIDDebug|MIDsMaterialInstanceDynamic—
varScatter Height Erosion MIDDebug|MIDsMaterialInstanceDynamic—
varParticle Preview MIDDebug|MIDsMaterialInstanceDynamic—
varParticle Render MIDDebug|MIDsMaterialInstanceDynamic—
varErosion Weightmap Textures SavedDebugMap<name, Texture2D>—
varCurrent Erosion KeyframeDebugLandmass_Erosion_Keyframe—
varCompute Normals MIDDebug|MIDsMaterialInstanceDynamic—
varWater Levelling MIDDebug|MIDsMaterialInstanceDynamic—
varWater Levelling Seed MIDDebug|MIDsMaterialInstanceDynamic—
varWater Levelling Weightmap MIDDebug|MIDsMaterialInstanceDynamic—
varSlope Smoothing MIDDebug|MIDsMaterialInstanceDynamic—
varAdd Noise MIDDebug|MIDsMaterialInstanceDynamic—
varCustom Material Erosion MIDDebug|MIDsMaterialInstanceDynamic—
varUnpack RG8 Height MIDDebug|MIDsMaterialInstanceDynamic—
varMake Erosion Relative RG8 Height MIDDebug|MIDsMaterialInstanceDynamic—
varApply Erosion To Landscape MIDDebug|MIDsMaterialInstanceDynamic—
varLandscape Mesh Preview MIDDebug|MIDsMaterialInstanceDynamic—
varCopy RT MIDDebug|MIDsMaterialInstanceDynamic—
varMaskErosion SettingsLandmassActor—
varIterations Per TickErosion Settingsint—
varIs Simulation DoneDebugbool—
varCopy MIDMaterialInstanceDynamic—
varParticle Render MatDebugMaterialInterface—
varComponent ResDebugint—
varParticle Weightmap MIDDebug|MIDsMaterialInstanceDynamic—
varWeightmap RTsDebug|Render TargetsMap<name, TextureRenderTarget2D>—
varApply Weightmap MIDDebug|MIDsMaterialInstanceDynamic—
varContent Browser RTExportTextureRenderTarget2D—
varCopy/ Export TargetExportname—
varErosion Heightmap Mask MaterialErosion SettingsMaterialInterface—
varErosion Weightmap Mask MaterialErosion SettingsMaterialInterface—
fnCopy Target to CB RTExport()—
fnSave Result as Relative Texture()—
fnErosion_AddNoise()—
fnErosion_WaterLevelling()—
fnErosion_SlopeSmoothing()—
fnSingle IterationDebug()—
fnResetErosion Settings()—
fnErosion_Particles()—
fnSet Custom MID ParamsInitialization(In MID: MaterialInstanceDynamic, In Floats: Map<name, float>, In Vectors: Map<name, LinearColor>, In Textures: Map<name, Texture2D>)—
fnInitialize Erosion ValuesInitialization(Erosion Key: Landmass_Erosion_Keyframe)—
fnInitialize SimulationInitialization()—
fnPauseErosion Settings()—
fnSimulate ErosionErosion Settings()—
fnSet MPC ValuesInitialization()—
fnInitialize BrushInitialization()Initializes only what is needed to combine the saved Erosion Texture Data, not the simulation data.
fnInitialize MIDsInitialization()—
fnInitialize RTsInitialization()—
fnDisable PreviewDebug()—
fnShow PreviewDebug()—
fnSpawn Instance Particle MeshesDebug(ResolutionDivisor: int)—
fnInitialize Size Initialization()—
fnSpawn Instance Landscape MeshesDebug()—
fnLaunch Erosion TimelineErosion Settings()—
fnRenderLayer(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D—
eventInitialize(InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint)—
eventComplete Simulation()—
eventUpdate Erosion From Mask()—
eventBind Mask Event()—
LandmassBrush_MaskObject8 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varPlane MIDMaterialInstanceDynamic—
varEdge FalloffMaskSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseMaskSettingsLandmass_EdgeFalloffNoiseSettings—
varElevation MaskingMaskSettingsLandmassBrush_ElevationMask_Settings—
fnApply Mask MID Params(MID: MaterialInstanceDynamic)—
fnSetup Preview Material()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
LandmassBrush_MeshStamp25 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varDisplacementHeightmapSettingsTexture2D—
varCustom Scalar ParamsHeightmapSettings|CustomParametersMap<name, float>—
varCustom Vector ParamsHeightmapSettings|CustomParametersMap<name, LinearColor>—
varCustom Texture ParamsHeightmapSettings|CustomParametersMap<name, Texture2D>—
varWeightmap LayersWeightmapSettingsMap<name, Landmass_WeightmapSettings>—
varNoise PassesNoisePassesLandmass_NoisePass_HeightSettings[]—
varAdd Noise MIDDebugMaterialInstanceDynamic—
varDraw Weightmap MIDMapDebugMap<name, MaterialInstanceDynamic>—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varNothingLandmass_EmptyStructIf this variable isn't here, the order of cateogires gets jumbled.
varMesh Depth Capture RTDebugTextureRenderTarget2D—
varCap ShapeHeightmapSettingsbool—
varCap HeightHeightmapSettingsfloat—
varCap SmoothnessHeightmapSettingsfloat—
varZ OffsetHeightmapSettingsfloat—
varHeight Is CapturedDebugbool—
fnCapture()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
fnDraw Brush()—
fnDraw Noise Materials()—
fnSet Material ParamsDefault(In MID: MaterialInstanceDynamic, IsHeightmap: bool)—
fnSetup Brush MIDsDefault()—
fnAssign RenderTargets()—
LandmassBrush_ProceduralNoise16 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varNoise SettingsHeightmapSettingsLandmass_NoiseSettings—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varWeightmap NameWeightmapSettingsname—
varOpacityWeightmapSettingsfloat—
varFalloff WidthWeightmapSettingsfloat—
varEdge OffsetWeightmapSettingsfloat—
varMatch Heightmap NoiseWeightmapSettingsboolWhen true, the tiling and seed from the Heightmap Noise will be used. Useful when you want a mask matching some hills or mountains.
varWeightmap Noise SettingsWeightmapSettingsLandmass_NoisePass_WeightMapSettings—
varHeightmap Slope MaskHeightmapSettingsLandmassBrush_SlopeMask_Settings—
varHeightmap Elevation MaskHeightmapSettingsLandmassBrush_ElevationMask_Settings—
varWeightmap Slope MaskWeightmapSettingsLandmassBrush_SlopeMask_Settings—
varWeightmap Elevation MaskWeightmapSettingsLandmassBrush_ElevationMask_Settings—
fnSetup Material()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
LandmassBrush_Terraces9 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varPlane MIDMaterialInstanceDynamic—
varEdge FalloffMaskSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseMaskSettingsLandmass_EdgeFalloffNoiseSettings—
varElevation MaskingMaskSettingsLandmassBrush_ElevationMask_Settings—
fnApply Mask MID Params(MID: MaterialInstanceDynamic)—
fnSetup Preview Material()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
eventUpdate Mask()—
LandmassBrush_TextureStamp25 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varDisplacementHeightmapSettingsTexture2D—
varRelative DepthHeightmapSettingsfloat—
varTexture ChannelHeightmapSettings|DisplacementSettingsLandmass_TextureColorChannels—
varAlphablend BehaviorHeightmapSettings|DisplacementSettingsLandmass_AlphaDisplaceModes—
varHeight Reference PlaneHeightmapSettings|DisplacementSettingsfloat—
varCustom Scalar ParamsHeightmapSettings|CustomParametersMap<name, float>—
varCustom Vector ParamsHeightmapSettings|CustomParametersMap<name, LinearColor>—
varCustom Texture ParamsHeightmapSettings|CustomParametersMap<name, Texture2D>—
varWeightmap LayersWeightmapSettingsMap<name, Landmass_WeightmapSettings>—
varNoise PassesNoisePassesLandmass_NoisePass_HeightSettings[]—
varAdd Noise MIDDebugMaterialInstanceDynamic—
varDraw Weightmap MIDMapDebugMap<name, MaterialInstanceDynamic>—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varFixed Spline Sample LengthSplinefloat—
varCounter Clockwise Spline (Flip Sign)SplineboolBy default only clockwise direction splines will work. This option flips the sign so counter clockwise splines work too.
varSave Mask Texture Path / NameSplinestring—
fnRender SplineSpline()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
fnDraw Brush()—
fnDraw Noise Materials()—
fnSet Material ParamsDefault(In MID: MaterialInstanceDynamic, IsHeightmap: bool)—
fnSetup Brush MIDsDefault()—
fnAssign RenderTargets()—
LandmassBrush_TextureStamp_Scattered26 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varDisplacementHeightmapSettingsTexture2D—
varRelative DepthHeightmapSettingsfloat—
varTexture ChannelHeightmapSettings|DisplacementSettingsLandmass_TextureColorChannels—
varAlphablend BehaviorHeightmapSettings|DisplacementSettingsLandmass_AlphaDisplaceModes—
varHeight Reference PlaneHeightmapSettings|DisplacementSettingsfloat—
varCustom Scalar ParamsHeightmapSettings|CustomParametersMap<name, float>—
varCustom Vector ParamsHeightmapSettings|CustomParametersMap<name, LinearColor>—
varCustom Texture ParamsHeightmapSettings|CustomParametersMap<name, Texture2D>—
varWeightmap LayersWeightmapSettingsMap<name, Landmass_WeightmapSettings>—
varNoise PassesNoisePassesLandmass_NoisePass_HeightSettings[]—
varAdd Noise MIDDebugMaterialInstanceDynamic—
varDraw Weightmap MIDMapDebugMap<name, MaterialInstanceDynamic>—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varNothingLandmass_EmptyStructIf this variable isn't here, the order of cateogires gets jumbled.
varStamp RepeatsHeightmapSettingsfloat—
varRandom OffsetHeightmapSettingsfloat—
varRandom SeedHeightmapSettingsfloat—
varOpacityHeightmapSettingsfloat—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
fnDraw Brush()—
fnDraw Noise Materials()—
fnSet Material ParamsDefault(In MID: MaterialInstanceDynamic, IsHeightmap: bool)—
fnSetup Brush MIDsDefault()—
fnAssign RenderTargets()—

BlueprintBrushes/Brushes/Advanced

LandmassBrush_TextureStamp_BigIsland27 members
extends LandmassActor · implements Landmass_Interface
KindNameSignatureDescription
varDisplacementHeightmapSettingsTexture2D—
varRelative DepthHeightmapSettingsfloat—
varTexture ChannelHeightmapSettings|DisplacementSettingsLandmass_TextureColorChannels—
varAlphablend BehaviorHeightmapSettings|DisplacementSettingsLandmass_AlphaDisplaceModes—
varHeight Reference PlaneHeightmapSettings|DisplacementSettingsfloat—
varCustom Scalar ParamsHeightmapSettings|CustomParametersMap<name, float>—
varCustom Vector ParamsHeightmapSettings|CustomParametersMap<name, LinearColor>—
varCustom Texture ParamsHeightmapSettings|CustomParametersMap<name, Texture2D>—
varWeightmap LayersWeightmapSettingsMap<name, Landmass_WeightmapSettings>—
varNoise PassesNoisePassesLandmass_NoisePass_HeightSettings[]—
varAdd Noise MIDDebugMaterialInstanceDynamic—
varDraw Weightmap MIDMapDebugMap<name, MaterialInstanceDynamic>—
varEdge FalloffHeightmapSettingsLandmass_EdgeFalloffSettings—
varEdge Falloff NoiseHeightmapSettingsLandmass_EdgeFalloffNoiseSettings—
varNothingLandmass_EmptyStructIf this variable isn't here, the order of cateogires gets jumbled.
varEnable Noise PassesNoisePassesbool—
varFixed Spline Sample LengthSplinefloat—
varCounter Clockwise Spline (Flip Sign)SplineboolBy default only clockwise direction splines will work. This option flips the sign so counter clockwise splines work too.
varSave Mask Texture Path / NameSplinestring—
fnRenderSplineSpline()—
fnLandmass EditorBrushSettings()—
fnRenderLayerDefault(InParameters: LandscapeBrushParameters)—
fnDraw Brush()—
fnDraw Noise Materials()—
fnSet Material ParamsDefault(In MID: MaterialInstanceDynamic, IsHeightmap: bool)—
fnSetup Brush MIDsDefault()—
fnAssign RenderTargets()—

BlueprintBrushes/Helpers

BP_MakeTextureStamp_FromStaticMesh14 members
extends Actor
KindNameSignatureDescription
varStatic MeshStaticMesh—
varDisplacementTexture2D—
varMidpointfloat—
varDisplacement Scalefloat—
varResolutionint—
varCapture Scalefloat—
varZ Expansionfloat—
varCapture MIDMaterialInstanceDynamic—
varCapture RTTextureRenderTarget2D—
varOutput RTTextureRenderTarget2D—
varNew Asset Pathstring—
varNew Texture Namestring—
fnCapture()—
eventCreate Texture()—

BlueprintBrushes/Interface

Landmass_EditorInterface2 members
extends Interface
KindNameSignatureDescription
fnMoveDown(Brush: Actor)—
fnMoveUp(Brush: Actor)—
Landmass_Interface6 members
extends Interface
KindNameSignatureDescription
fnUpdateBrushes()—
fnGetRenderDependencies(out Objects: Object[])—
fnRender Erosion Layer(In Parameters: LandscapeBrushParameters, Extents: Vector4, BrushManager: LandmassBrushManager, out returned: bool)—
fnCopy Edge Mask Parameters(MID: MaterialInstanceDynamic)—
fnGet Shape Mask(out ShapeMask: Texture2D)—
fnSet Shape Mask(Texture: Texture2D, Points: Vector[], NewExtents: Vector4)—

BlueprintBrushes/Libraries

LandmassActor_Library0 members
extends LandmassActor

No editor-visible members; this asset configures defaults only.

Landmass_FunctionLibrary14 members
extends BlueprintFunctionLibrary
KindNameSignatureDescription
fnMaxV3Default(A: Vector, B: Vector, __WorldContext: Object, out Min: Vector)—
fnMinV3Default(A: Vector, B: Vector, __WorldContext: Object, out Min: Vector)—
fnSplinePoints to CanvasUVTris(Spline: SplineComponent, Landscape Info: LandmassLandscapeInfo, FixedLength: float, __WorldContext: Object, out NewParam: CanvasUVTri[])—
fnApply Custom Material Params(MID: MaterialInstanceDynamic, Floats: Map<name, float>, Vectors: Map<name, LinearColor>, Textures: Map<name, Texture2D>, __WorldContext: Object)—
fnPoint Sample UV(In: Vector2D, Res: Vector2D, Ceil: bool, __WorldContext: Object, out Out: Vector2D)—
fnCeil V2Default(In: Vector2D, __WorldContext: Object, out Out: Vector2D)—
fnFloor V2(In: Vector2D, __WorldContext: Object, out Out: Vector2D)—
fnBrush Draw to Render Target Region(RenderTarget: TextureRenderTarget2D, Material: MaterialInterface, Brush Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object)—
fnBrush Copy Render Target RegionDefault(Source RT: TextureRenderTarget2D, Destination RT: TextureRenderTarget2D, Brush Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object)—
fnWorld Extents to Canvas CoordsDefault(World Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object, out Screen Position: Vector2D, out Screen Size: Vector2D, out Coordinate Position: Vector2D, out Coordinate Size: Vector2D)—
fnMakeExtentsDefault(Min: Vector2D, Max: Vector2D, __WorldContext: Object, out Extents: Vector4)—
fnBreakExtentsDefault(Extents: Vector4, __WorldContext: Object, out Min: Vector2D, out Max: Vector2D)—
fnMaxV2Default(A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D)—
fnMinV2Default(A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D)—
LandscapeBrushLibrary0 members
extends Actor

No editor-visible members; this asset configures defaults only.

WaterBrushCacheContainer0 members
extends Object

No editor-visible members; this asset configures defaults only.

BlueprintBrushes/Previewing

Landmass_PreviewLandscape8 members
extends Actor
KindNameSignatureDescription
varManagerLandmassBrushManager—
varPreview MaterialMaterialInterface—
varPreview Landscape MIDMaterialInstanceDynamic—
fnUpdate MID()—
fnSet MPC params()—
fnUpdate MID Weight(Name: name, Weightmap RT: Texture)—
fnUpdate MID Height(Height RT: Texture)—
fnSpawn Instance MeshesDefault(Brush Manager: LandmassBrushManager)—

BlueprintBrushes/Widgets

EUW_Landmass_Editor11 members
extends EditorUtilityWidget · implements Landmass_EditorInterface, Landmass_Interface
KindNameSignatureDescription
fnDraw Triangle()—
fnSetPreviewPlaneToBrush()—
fnMyEUWFunction()—
fnOnGenerateItemWidget(Item: name) → Widget—
fnOnGenerateContentWidget(Item: name) → Widget—
fnDrawingWidget_MouseDoubleClickDefault(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply—
fnDrawingWidget_MouseUp(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply—
fnDrawingWidget_MouseMove(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply—
fnDrawingWidget_MouseDown(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply—
eventAdd Brushes to List()—
eventSelect Brush()—
LandmassBrush_EntryWidget2 members
extends UserWidget · implements UserObjectListEntry, Landmass_EditorInterface
KindNameSignatureDescription
eventOnMouseEnterMouse(MyGeometry: Geometry, MouseEvent: PointerEvent)The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled. @param MyGeometry The Geometry of the widget receiving the event @param MouseEvent Information about the input event
eventOnMouseLeaveMouse(MouseEvent: PointerEvent)The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled. @param MouseEvent Information about the input event
LandmassBrush_ListEntryData2 members
extends Object
KindNameSignatureDescription
varIndexint—
eventInit()—
LandmassViewport0 members
extends Viewport

No editor-visible members; this asset configures defaults only.

LandmassViewport_Widget8 members
extends EditorUtilityWidget
KindNameSignatureDescription
fnOnMouseMoveMouse(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReplyThe system calls this method to notify the widget that a mouse moved within it. This event is bubbled. @param MyGeometry The Geometry of the widget receiving the event @param MouseEvent Information about the input event @return Whether the event was handled along with possible requests for the system to take action.
fnOnKeyDownInput(MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReplyCalled after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled) @param MyGeometry The Geometry of the widget receiving the event @param InKeyEvent Key event @return Returns whether the event was handled, along with other possible actions
fnOnKeyUpInput(MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReplyCalled after a key (keyboard, controller, ...) is released when this widget has focus @param MyGeometry The Geometry of the widget receiving the event @param InKeyEvent Key event @return Returns whether the event was handled, along with other possible actions
fnOnMouseButtonUpMouse(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReplyThe system calls this method to notify the widget that a mouse button was release within it. This event is bubbled. @param MyGeometry The Geometry of the widget receiving the event @param MouseEvent Information about the input event @return Whether the event was handled along with possible requests for the system to take action.
fnOnMouseButtonDownMouse(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReplyThe system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled. @param MyGeometry The Geometry of the widget receiving the event @param MouseEvent Information about the input event @return Whether the event was handled along with possible requests for the system to take action.
fnOnMouseWheelMouse(MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReplyCalled when the mouse wheel is spun. This event is bubbled. @param MouseEvent Mouse event @return Returns whether the event was handled, along with other possible actions
eventSet Camera LookAt(FocusPoint: Vector, Distance: float, ViewDirection: Vector)—
eventOnMouseLeaveMouse(MouseEvent: PointerEvent)The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled. @param MouseEvent Information about the input event
Landmass_WidgetComponents0 members
extends Actor

No editor-visible members; this asset configures defaults only.

ErosionBrush/BP/DataAsset

ErosionBrush_DataSettings_Preset0 members
extends PrimaryDataAsset

No editor-visible members; this asset configures defaults only.

ErosionBrush/BP/Widgets

EUB_SpawnErosionTab2 members
extends EditorUtilityActor
KindNameSignatureDescription
eventSpawn Erosion Widget(OwningBrush: LandmassBrush_Erosion)—
eventSpawn Landmass Editor(Manager: LandmassBrushManager, LandmassBrush: LandmassActor)—
EUW_ErosionKey5 members
extends EditorUtilityWidget
KindNameSignatureDescription
varParticle Erosion SettingsErosion KeyframeLandmass_Particle_Erosion_Settings—
varSlope Smoothing SettingsErosion KeyframeLandmass_SlopeSmoothing_Settings—
varWater Levelling SettingsErosion KeyframeLandmass_WaterLevelling_Settings—
varNoise Injection SettingsErosion KeyframeLandmass_Erosion_NoiseInjection—
varCustom Material PassErosion KeyframeLandmass_Erosion_CustomMaterial—
EUW_Landscape_Erosion8 members
extends EditorUtilityWidget
KindNameSignatureDescription
varSimulatingbool—
fnOnKeyDownInput(MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReplyCalled after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled) @param MyGeometry The Geometry of the widget receiving the event @param InKeyEvent Key event @return Returns whether the event was handled, along with other possible actions
fnMake Key Struct from Widget(Key Widget: EUW_ErosionKey, out Landmass_Erosion_Keyframe: Landmass_Erosion_Keyframe)—
fnMake Key Widget from Key Struct(InKey: Landmass_Erosion_Keyframe)—
eventDestructUser Interface()Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times.
eventClicked Erosion Key(Key: EUW_ErosionKey)—
eventDelete a Key()—
eventApply Settings to DA()—

OldPrototype_BP

BP_Landmass_LayerStack145 members
extends LandmassActor
KindNameSignatureDescription
varTerrain Seed Material2) GenerationMaterialInterface—
varShow Preview Mesh2) Generationbool—
varMesh Preview Material2) GenerationMaterialInterface—
varTiling2) GenerationfloatAdjusts Tiling of the noise in the Seed Material.
varSeed2) GenerationfloatThis changes the random noise seed.
varElevation Scale2) GenerationfloatThe noise will start with a range around 0-1 and this multiplier effectively sets your desired Max Elevation
varElevation Pre- Offset2) GenerationfloatThis subtracts a fixed amount from the starting noise value (in 0-1 space) and then clamps to 0. Useful for setting a 'floor' in a base noise, for water or valleys.
varExport File Path7) Debugstring—
varExport File Name7) Debugstring—
varStack Height Idx7) DebugintUsed internally to track ping ponging and number of iterations.
varTicking Erosion7) DebugboolInternal only. Transient.
varCached Overall Resolution7) Debug|Cached ValuesVector2D—
varStored Instances7) Debug|Cached Valuesint—
varCached Erosion Mode7) Debug|Cached ValuesErosionMode—
varCached Elevation Scale7) Debug|Cached Valuesfloat—
varCached Elevation Pre- Offset7) Debug|Cached Valuesfloat—
varCached Ramp7) Debug|Cached Valuesfloat—
varCached Plateau7) Debug|Cached Valuesfloat—
varCached Channel7) Debug|Cached Valuesfloat—
varCached Seed7) Debug|Cached Valuesfloat—
varCached Tiling7) Debug|Cached Valuesfloat—
varCached Override Size7) Debug|Cached Valuesfloat—
varRender Target A7) Debug|Render TargetsTextureRenderTarget2DStores the height data.
varRender Target B7) Debug|Render TargetsTextureRenderTarget2D—
varNoise Seed RT7) Debug|Render TargetsTextureRenderTarget2DThis stores a cached copy of the noise generation seed.
varLandscape Height RT7) Debug|Render TargetsTextureRenderTarget2DLandscape Data is meant to store data copied from Landscape. It is reserved from being used as a scratch layer for any procedural process so that we don't have to re-copy the landscape data to re-render the stack.
varMesh Depth RT7) Debug|Render TargetsTextureRenderTarget2DUsed to capture mesh depth data for Brush blueprints. Also reusable for other passes as meshes always recapture depth.
varJump Flood Target A Vel7) Debug|Render TargetsTextureRenderTarget2DUsed for Jump Flooding for Brushes and Velocity in fluid simulation.
varJump Flood Target B Vel7) Debug|Render TargetsTextureRenderTarget2D—
varNormal7) Debug|Render TargetsTextureRenderTarget2DThe computed normal map of the heightmap. RG is the XY of the terrain normal and BA is the XY of the fluid normal (combined with terrain normal anywhere fluid is absent).
varMesh Preview MID7) Debug|MIDsMaterialInstanceDynamic—
varCompute Normal MID7) Debug|MIDsMaterialInstanceDynamic—
varNormalize Height MID7) Debug|MIDsMaterialInstanceDynamic—
varSeed Noise MID7) Debug|MIDsMaterialInstanceDynamic—
var------ Landscape Setup ------3) LandscapeProcMeshDataThese settings control the basic behavior behind erosion.
varLandscape3) LandscapeLandscapeSpecifying a Landscape actor gives the ability to read from an existing Landscape as Seed, as well as preview using the actual Landscape.
varComponent Size3) LandscapeSectionSizeOptionsThe number of quads in each section. Should match the settings from the referenced Landscape above, if any.
varSections X3) LandscapeintNumber of sections in the X direction.
varSections Y3) LandscapeintNumber of sections in the Y direction.
varOverall Resolution3) LandscapeVector2DOverall resolution calculated based on Section size and Section Counts. This gives the option to match existing landscapes.
varShow Procedural Impact3) LandscapeboolWhen specifying a Landscape above, this flag allows all Landmass modifications to be Toggled.
varShow Water1) Real Time SimulationboolToggles the optional display of debug water on the Mesh Preview Material. If the preview material is overridden, the material must include the necessary water preview functions.
varVelocity Debug Brightness1) Real Time SimulationfloatWhen the above 'Show Water' flag is enabled, this value allows tweaking of the displayed velocity brightness. It is purely for debug visualization feature.
varButton Press Iterations4) ErosionintHow many iterations to perform when pressing the 'Perform Iterations' button.
var------ Simulation Settings ------4) ErosionProcMeshDataThese settings control the basic behavior behind erosion.
varErosion Mode4) ErosionErosionMode—
varPer Tick Iterations4) Erosionint—
varReset Every N Interations4) ErosionintWhen > 0, causes the fluid simulation to reset every N iterations. Useful if you prefer to leave 'Rain Amount' to 0 and see whole 'rain events' complete before re-starting. It will re-use the 'Start Water' value for each reset.
varDelta T4) ErosionfloatThe amount of time per frame. Can be thought of as 1 / fps of sim. The default of 0.016 is set for 60fps (ie enter 1/60 to get that value). Larger values can lead to instability. The Free Particles method is the most flexible with larger deltaT.
varRain Amount4) ErosionfloatThe amount of water height to add to each terrain vertex every iteration.
varSolubility4) ErosionfloatThe Solubility is the amount soil that can be dissolved into the water, per unit volume. Typically small values < 0.1 should be used.
varEvaporation4) ErosionfloatThe amount of water volume per cell that is lost to evaporation at the end of each iteration. Since soil does not evaporate, this leads to supersaturated and then deposition (ie, water evaporates, then extra soil falls back to terrain below).
varStart Water4) ErosionfloatThe amount of water to start with per cell. This amount is measured in depth, not volume.
varWater Is Level4) ErosionboolIf true, water will be levelled already instead of evenly distributed along the terrain. The Start Water value will be a water elevation instead of depth. Does not apply to Free Particles Mode.
var------ Advanced Effects ------4) ErosionProcMeshDataThese advanced effects also take place during erosion simulation. They can occur in addition to, or instead of standard erosion.
varVelocity Advection Erosion4) ErosionfloatThis method uses the fluid velocity to directly advect the terrain soil. This is a simplified version of erosion that does not use Solubility or Evaporation settings.
varMax Advection Slope4) ErosionfloatWhen > 0, acts as a filter for smoothing neighboring Heightmap texels.
varSmooth Slopes Greater Than4) ErosionfloatWhen > 0, acts as a filter for smoothing neighboring Heightmap texels.
varNew Shape Type5) Shape DrawingShapeDrawingModeThis lets you select between different types of drawable shapes.
varStarting Z Elevation5) Shape DrawingfloatIt can be useful to specify the Z height to draw on to avoid the outlines being under the terrain.
varInstructions:5) Shape DrawingstringThe instructions for the instructions are to read the instrucirons.
varHighlight Components7) DebugboolDraws an optional white outline on component edges.
varPerf Test Mode7) Debugbool—
varSize Per Quad7) DebugfloatCalculated size per quad.
varTotal Size7) DebugVector2DThe total world size of the grid. This is the number of quads * the SizePerQuad.
varRamp2) Generation|Test Featuresfloat—
varPlateau2) Generation|Test Featuresfloat—
varChannel2) Generation|Test Featuresfloat—
varOverride Size3) Landscape|OverridesfloatIf non-zero, this setting will determine the world size of the landscape.
varNew Shape Road Mesh5) Shape Drawing|Road SetupStaticMesh—
varNew Shape River Mesh5) Shape Drawing|River SetupStaticMesh—
varRiver Material5) Shape Drawing|River SetupMaterialInterface—
varRoad Material5) Shape Drawing|Road SetupMaterialInterface—
varLayer Stack6) Brush Layer StackBP_LandmassBrush[]—
varWeightmaps3) Landscape|Weightmap SetupMap<name, RenderTargetChannels>This lets you add Weightmaps that can be written to by brushes. Each weightmap will be RGBA and include 4 channels. Be sure to name them and place TextureSampleParameter nodes in your Preview material with matching names.
varCached Start Water7) Debug|Cached Valuesfloat—
varScatter Particle MID7) Debug|MIDsMaterialInstanceDynamic—
varScatter Mesh Actor7) DebugChildProcMeshThis needed to be a separate actor since a ProcMesh inside of a BP loses its data every time construcrion script is run.
varPosition A7) Debug|Render TargetsTextureRenderTarget2DParticle Positions for Scatter Particle simulation.
varPosition B7) Debug|Render TargetsTextureRenderTarget2D—
varInvert Noise2) GenerationboolInverts the Noise using 1-x when it is in the 0-1 space, before elevation offset and scaling.
varCached Invert7) Debug|Cached Valuesbool—
varSmooth Slopes Less Than4) ErosionfloatWhen > 0, acts as a filter for smoothing neighboring Heightmap texels.
varVelocity Damping4) ErosionfloatThis is an Exponential Damping term that is used to prevent fluid velocities from ever growing. It is applied exponenetially so that the damping result is time step independent.
varPrep RTfor LSMID7) Debug|MIDsMaterialInstanceDynamic—
varOctaves2) GenerationintThe number of noise octaves to use. More octaves give more detail, but add cost to the GPU for re-rendering the stack.
varPersistence2) GenerationfloatPersistence is how much the noise amplitude is scaled down for each new octave. The default is 0.5 which means each octave gets half as intense. Lower values will give smoother terrain.
varEdge Lip2) Generation|Test Featuresfloat—
varCached Octaves7) Debug|Cached Valuesint—
varCached Persistence7) Debug|Cached Valuesfloat—
varForced LOD3) Landscape|OverridesintForcing the LOD to a higher value can gain back some performance if your PC is having trouble rendering a very dense mesh.
varErosion Weightmap Effects4) ErosionErodeWeightmap[]This is an Exponential Damping term that is used to prevent fluid velocities from ever growing. It is applied exponenetially so that the damping result is time step independent.
varMax Iterations7) DebugintWhen above 0, limits iterations. Useful for comparison various settings with the same number of iterations.
varCombine Landscape Noise Water MID7) Debug|MIDsMaterialInstanceDynamic—
varTotal Z Range Kilometers3) LandscapefloatBy default, the max Z range is 0.65536 kilometers or 65536 centimeters. Since height is stored as an integer with a range from 0 to 65536, this allows one centimeter precision. Higher ranges are possible by sacraficing some precision. Note that the range is split in half so the default 65536 cm is split into -32k to +32k range. This means a 'flat' default landscape starts at the halfway point so if you intend to paint very steep mountains, you may want to offset downwards towards the bottom floor first.
varLandscape Actor Z Scale3) LandscapefloatThis is the Z scale a Landscape actor needs to be set to in order to have a matching Z range.
varCached Z Range Km7) Debug|Cached Valuesfloat—
varRaw Z Scale7) DebugfloatThis is the raw Z scale applied to the height data.
varDebug Draw MID7) Debug|MIDsMaterialInstanceDynamic—
varWeightmap Name5) Shape Drawing|Weightmap ShapestringThe name of the weightmap to draw to. These come from the 'Weightmap Setup' list on the BP_Landscape_Layerstack actor. Ie, Biomes.Snow is one of the defaults.
varCached Position7) Debug|Cached ValuesVector—
varForce Power Of 23) Landscape|OverridesboolUseful when using this to create textures as displacements. This will round up to the next size power of 2, enabling static textures to be created. Ie 2041 becomes 2048. Some minor preview precision will be lost since the grid will not be adjusted to account for this.
varRT To Write To7) DebugTextureRenderTarget2D—
varNormalize Max Z7) Debugfloat—
varPrep Weightmapfor LSMID7) Debug|MIDsMaterialInstanceDynamic—
varAlways Tick For Perf Test1) Real Time SimulationboolToggles the optional display of debug water on the Mesh Preview Material. If the preview material is overridden, the material must include the necessary water preview functions.
varLandscape Export Height RT7) Debug|Render TargetsTextureRenderTarget2DLandscape Data is meant to store data copied from Landscape. It is reserved from being used as a scratch layer for any procedural process so that we don't have to re-copy the landscape data to re-render the stack.
fnConstructor()—
fn4) Export Weightmaps to Landscape3) Landscape()—
fnDraw Height to CB RT Asset7) Debug()—
fnInvalidateBrushCache()—
fn2) Copy Landscape Range3) Landscape()—
fnExport Normal File7) Debug()—
fnUpdate Brushes And Normals2) Generation()—
fnRender Seed2) Generation()—
fnSpawnScatterMesh7) Debug()—
fnConfig Res()—
fnUpdate 6) Brush Layer Stack()—
fnExport Heightmap File7) Debug()—
fnSpawn Instance Meshes6) MeshUtils()—
fnSet MPC Params()—
fnPerform Iterations4) Erosion()—
fnUpdate4) Erosion()—
fnGetSize3) Landscape()—
fn1) Read Landscape Height3) Landscape()—
fnReset1) Real Time Simulation()Resets the terrain by clearing, rendering seed material and then re-rendering the layer stack.
fn2) Complete Shape5) Shape Drawing()—
fn1) Create Shape5) Shape Drawing()—
fnCaptureSplineDepth(out Primitive: SplineMeshComponent[])—
fnCaptureMeshDepth(Primitive: PrimitiveComponent)—
fnUpdateNormalAndPreviewRTAssignments(VelocityRT: TextureRenderTarget2D)—
fnUpdateBrushes()—
fnUpdate Height2) Generation()—
fnSet MID Params()—
fnStop Tick1) Real Time Simulation()—
fnStart Tick1) Real Time Simulation()—
fn3) Export Height to Landscape3) Landscape()—
fnWrite Landscape Weightmap3) Landscape()—
fnCreate MIDs()—
fnCreate Render Targets()—
eventRebind Preview Mesh RT()—
eventExport Height()—
eventCache Normal()—
eventCustomTickTick(DeltaSeconds: float)—
eventPrint Path()—
BP_MeshGrids5 members
extends Actor
KindNameSignatureDescription
varGrid Verts Xint—
varGrid Verts Yint—
varGrid Spacingfloat—
fnMake Scatter Mesh()—
fnMake Grid Mesh()—
BP_ScreenOverlay5 members
extends Actor
KindNameSignatureDescription
varScalefloat—
varOpacityfloat—
varMaterialMaterialInterface—
varNotestring—
varEnablebool—

OldPrototype_BP/Brushes

BP_LSBrush_Noise0 members
extends BP_LandmassBrush

No editor-visible members; this asset configures defaults only.

BP_LandmassBrush82 members
extends LandmassActor
KindNameSignatureDescription
varLS BP5) DebugBP_Landmass_LayerStack—
varTerrace Alpha2) Effects|Terracingfloat—
varTerrace Z Spacing2) Effects|Terracingfloat—
varTerrace Smoothness2) Effects|Terracingfloat—
varTerrace Mask Length2) Effects|Terracingfloat—
varDisplacement Mask Width2) Effects|Displacement|Edge Maskingfloat—
varDisplacement Mask Offset2) Effects|Displacement|Edge Maskingfloat—
varDisplacement Mask Power2) Effects|Displacement|Edge Maskingfloat—
var------ Input Settings ------1) Brush SettingsProcMeshData—
varBrush Type1) Brush SettingsBrushTypesThis allows you to choose between a few basic types of Brushes.
varBlend Mode1) Brush SettingsBrushBlendTypeBlend modes define rules for how brushes composite on top of eachother.
varFalloff Width1) Brush SettingsfloatFalloff width is defined in World Units and determines how wide the gradient is that blends to the current brush. Note: If 'Falloff Angle' is > 0, it will take priority and override this value.
varFalloff Angle1) Brush SettingsfloatWhen this valus is > 0, it will override the above 'Falloff Width' setting and extrapolate a constant slope from the shape edge, using the specified angle. Note that the below bool 'Use Mesh Depth' optionally flattens at the shape Z height.
varEdge Width Offset1) Brush SettingsfloatHow many world units to extend the width of the shape. Useful for adding extra flattening on the sides of roads.
varUse Mesh Depth1) Brush SettingsboolFor Landmass outlines, this will cause Angle Falloff shapes to flatten to the height of the brush. For splines, setting this to false will disable the Z depth of the splines and instead use behavior similar to Landmass Outlines.
varInvert Shape1) Brush SettingsboolThis inverts the shape outline so the 'outside' becomes the 'inside'. Useful for creating an Island or Continental mask that lowers the edge of the shape downwards, preserving data in the middle.
varBrush MID5) DebugMaterialInstanceDynamic—
varDistance Field Render MID5) DebugMaterialInstanceDynamic—
varShape MID5) DebugMaterialInstanceDynamic—
varTick5) Debugbool—
varCurl 1 Strength2) Effects|Curl Noisefloat—
varCurl 2 Strength2) Effects|Curl Noisefloat—
varCurl 1 Tiling2) Effects|Curl Noisefloat—
varCurl 2 Tiling2) Effects|Curl Noisefloat—
varDefault Material1) Brush Settings|MaterialMaterialInterfaceThis is a shortcut to the default material set by 'Brush Type' above. It can be overridden by changing the below variable 'Custom Override Mat' and checking 'Use Override Mat'.
varCustom Override Mat1) Brush Settings|MaterialMaterialInterfaceThe Brush Type must be set to Custom Material for this to be used.
varUse Override Mat1) Brush Settings|MaterialboolAllows optionally replacing the built in brush material. The option 'Use Override Mat' must be enabled for this setting to work.
varMaterial Only Radius1) Brush Settings|MaterialfloatThis is the radius of the brush when using 'Brush Type' of 'Material Only'. Actor can also be scaled.
varZ Offset1) Brush Settings|AdvancedfloatThis setting is an additional offset to the Z height of the brush. The base Z is defined using the Actor Position for Shapes.
varSingle Mesh1) Brush Settings|Single Mesh SetupStaticMesh—
varAffect Heightmap4) Layer Targetsbool—
varRendered Curve Texture5) Debugbool—
varUse Elevation Curve2) Effects|CurvesboolElevation curve remaps the elevation profile using the curve.
varNote:2) Effects|Curvesstring—
varElevation Remap Curve2) Effects|CurvesCurveFloatMake sure that any curve points only exist between Time 0-1. Values beyond times 0-1 will be reconstructed wtih linear gradient.
varCurve RT2) Effects|CurvesTextureRenderTarget2DYou don't need to set this, the BP will create it once you specify a curve and enable it above.
varInner Blend Radius2) Effects|Smooth Blendingfloat—
varOuter Blend Radius2) Effects|Smooth Blendingfloat—
varDisplacement Height2) Effects|Displacementfloat—
varDisplacement Tiling2) Effects|Displacementfloat—
varDisplacement Texture2) Effects|DisplacementTexture2D—
varMidpoint2) Effects|Displacementfloat—
varSpline Mesh1) Brush Settings|Spline SetupStaticMesh—
varSpline Material1) Brush Settings|Spline SetupMaterialInterface—
varSpline Mesh Scale1) Brush Settings|Spline SetupVector—
varShow Splines1) Brush Settings|Spline Setupbool—
varFlatten Mesh1) Brush Settings|Spline SetupStaticMesh—
varShow Flatten Mesh1) Brush Settings|Spline Setupbool—
varWeightmap Target Settings4) Layer TargetsBrushWM[]—
varCached Distance5) DebugTextureRenderTarget2D—
varDistance Is Cached5) Debugbool—
varBlur Distance Field1) Brush Settings|AdvancedboolHelp fix edge artifacts in hand drawn shapes and splines.
varCurve Bottom Offset2) Effects|CurvesfloatCurves will start at the height of the brush by default. This value can be used to offset the bottom point.
varCurve Z Length2) Effects|CurvesfloatThe length from the Bottom of the bottom of the curve to the top.
varCustom Scalar Params1) Brush Settings|MaterialMap<name, float>Allows adding custom material params to the default material, or interacting with custom override materials.
varCustom Vector Params1) Brush Settings|MaterialMap<name, LinearColor>Allows adding custom material params to the default material, or interacting with custom override materials.
varCustom Texture Params1) Brush Settings|MaterialMap<name, Texture2D>Allows adding custom material params to the default material, or interacting with custom override materials.
varFlatten Z1) Brush Settings|Single Mesh Setupbool—
varTerrace Start Offset2) Effects|Terracingfloat—
varBlur Filter Scale1) Brush Settings|AdvancedfloatAllows you to change how wide the blur filter. Blurring is done with a 3x3 kernel. The Filter scale is the size of the texel offset.
varCached Height Alpha5) DebugTextureRenderTarget2D—
varHeight Alpha MID5) DebugMaterialInstanceDynamic—
varSelected5) Debugbool—
varChannel2) Effects|DisplacementLinearColor—
fnCache1) Brush Settings()—
fnRenderBrushToStack()—
fnRenderDistanceField()—
fnUpdate2) Effects()—
fnJumpFlood Single Step5) Debug()—
fnUpdate Landscape1) Brush Settings()—
fnDebug Detect Edges5) Debug()—
fnRefresh4) Layer Targets()—
fn4) Move to Bottom3) Layer Ordering()—
fn3) Move to Top3) Layer Ordering()—
fn2) Move Down3) Layer Ordering()—
fn1) Move Up3) Layer Ordering()—
fnUpdate Curves2) Effects()—
fnCenter Actor on Spline Points()—
fnConstructor()—
fnDraw Brush()—
eventCanvas Draw()—
eventActorSelectionChangedSelection(bSelected: bool)—

OldPrototype_BP/Components

ChildProcMesh6 members
extends Actor
KindNameSignatureDescription
varLS BPBP_Landmass_LayerStack—
varCustom Verts XCustomint—
varCustom Verts YCustomint—
varCustom Quad SizeCustomfloat—
fnMake Custom Scatter MeshCustom()—
fnMake Scatter Mesh(LS BP: BP_Landmass_LayerStack)—
ErosionComponent26 members
extends EditorUtilityActorComponent
KindNameSignatureDescription
varVelocity Advection ErosionAdvanced Effectsfloat—
varErosion DataRender TargetsErosionInterface—
varVelocity Acceleration MIDMIDsMaterialInstanceDynamic—
varAdvect Velocity MIDMIDsMaterialInstanceDynamic—
varAdvect Height MIDMIDsMaterialInstanceDynamic—
varNormal Advection ErosionAdvanced Effectsfloat—
varSlope Smooth ThresholdAdvanced Effectsfloat—
varVelocity IdxDebugint—
varPosition IdxDebugint—
varScatter Particle Preview MIDMIDsMaterialInstanceDynamic—
varScatter Particle Render MIDMIDsMaterialInstanceDynamic—
varScatter Velocity MIDMIDsMaterialInstanceDynamic—
varScatter Position MIDMIDsMaterialInstanceDynamic—
varParticle Position Seed MIDMIDsMaterialInstanceDynamic—
varDivergence Height Update MIDMIDsMaterialInstanceDynamic—
varScatter Height Erosion MIDMIDsMaterialInstanceDynamic—
varWeightmap Effects MIDMIDsMaterialInstanceDynamic—
varWater Level MIDMIDsMaterialInstanceDynamic—
varIteration IdxDebugint—
varShallow Water Advect Height MatOverridesMaterialInterface—
varShallow Water Advect Velocity MatOverridesMaterialInterface—
fnRenderWeightmapEffects()—
fnConstructor(ErosionData: ErosionInterface)—
eventErosion Tick()—
eventErosion Button Press()—
eventSeed Particle Positions()—