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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
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Brush Manager5) Debug | LandmassBrushManager | — |
| var | Distance Field Cache5) Debug | TextureRenderTarget2D | — |
| var | Copy RTMID5) Debug | MaterialInstanceDynamic | — |
| var | Render Distance Field MID5) Debug | MaterialInstanceDynamic | — |
| var | Draw Brush MID5) Debug | MaterialInstanceDynamic | — |
| var | Brush Type1) Brush Settings | BrushTypes | Brush 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. |
| var | Blend Mode1) Brush Settings | BrushBlendType | The blend mode changes how the brush material is applied to the terrain. |
| var | Invert Shape1) Brush Settings | bool | — |
| var | Cap Shape1) Brush Settings|Falloff | bool | — |
| var | Falloff Angle1) Brush Settings|Falloff | float | — |
| var | Falloff Mode1) Brush Settings|Falloff | BrushFalloffMode | — |
| var | Falloff Width1) Brush Settings|Falloff | float | — |
| var | Brush Material1) Brush Settings|Material | MaterialInterface | — |
| var | Static Mesh1) Brush Settings|Static Mesh | StaticMesh | — |
| var | Custom Override Material1) Brush Settings|Material | MaterialInterface | — |
| var | Override Material1) Brush Settings|Material | bool | — |
| var | Spline Mesh1) Brush Settings|Spline Mesh | StaticMesh | — |
| var | Edge Width Offset1) Brush Settings|Falloff | float | — |
| var | Z Offset1) Brush Settings|Falloff | float | — |
| var | Blur Shape2) Effects|Blurring | bool | — |
| var | Blur Size2) Effects|Blurring | int | — |
| var | Curl 1 Strength2) Effects|Curl Noise | float | — |
| var | Use Curve Channel2) Effects|Curves | bool | — |
| var | Displacement Height2) Effects|Displacement | float | — |
| var | Inner Smooth Threshold2) Effects|Smooth Blending | float | — |
| var | Outer Smooth Threshold2) Effects|Smooth Blending | float | — |
| var | Curl 2 Strength2) Effects|Curl Noise | float | — |
| var | Curl 1 Tiling2) Effects|Curl Noise | float | — |
| var | Curl 2 Tiling2) Effects|Curl Noise | float | — |
| var | A List Of Effects That Alter The Brush.2) Effects | ProcMeshData | — |
| var | Custom Scalar Params1) Brush Settings|Material | Map<name, float> | — |
| var | Custom Vector Params1) Brush Settings|Material | Map<name, LinearColor> | — |
| var | Custom Texture Params1) Brush Settings|Material | Map<name, Texture2D> | — |
| var | Terrace Alpha2) Effects|Terracing | float | — |
| var | Terrace Spacing2) Effects|Terracing | float | — |
| var | Terrace Smoothness2) Effects|Terracing | float | — |
| var | Mask Length2) Effects|Terracing | float | — |
| var | Mask Start Offset2) Effects|Terracing | float | — |
| var | Displacement Tiling2) Effects|Displacement | float | — |
| var | Displacement Texture2) Effects|Displacement | Texture2D | — |
| var | Midpoint2) Effects|Displacement | float | — |
| var | Channel2) Effects|Displacement | LinearColor | — |
| var | Elevation Curve Asset2) Effects|Curves | CurveFloat | — |
| var | Curve RT2) Effects|Curves | TextureRenderTarget2D | — |
| var | Channel Edge Offset2) Effects|Curves | float | — |
| var | Curve Channel Depth2) Effects|Curves | float | — |
| var | Used Material5) Debug | MaterialInterface | — |
| var | Flatten Mesh1) Brush Settings|Spline Mesh | StaticMesh | — |
| var | Show Flatten Mesh1) Brush Settings|Spline Mesh | bool | — |
| var | Show Splines1) Brush Settings|Spline Mesh | bool | — |
| var | Spline Material1) Brush Settings|Spline Mesh | MaterialInterface | — |
| var | Spline Mesh Scale1) Brush Settings|Spline Mesh | Vector | — |
| var | Curve Texture Rendered5) Debug | bool | — |
| var | Distance Field Is Cached5) Debug | bool | — |
| var | Shape MID5) Debug | MaterialInstanceDynamic | — |
| var | Path5) Debug | string | — |
| var | Name5) Debug | string | — |
| var | Weightmap MID5) Debug | MaterialInstanceDynamic | — |
| var | Weightmap Influence2) Effects|Displacement | float | — |
| var | Curve Ramp Width2) Effects|Curves | float | — |
| var | Flatten Mesh Scale1) Brush Settings|Spline Mesh | Vector | — |
| var | Default Mesh Length1) Brush Settings|Spline Mesh | float | — |
| var | Mul1) Brush Settings|Spline Mesh | float | — |
| var | Spline Length5) Debug | float | — |
| var | Paint Layer Target Settings1) Brush Settings|Paint Layers | Map<name, BPWaterBodyWeightmapSettings> | — |
| var | Cur Paint Layer5) Debug | name | — |
| var | Spline Mesh BP5) Debug | SplineMeshChild | — |
| var | Force Tick Perf Test5) Debug | bool | — |
| fn | RenderLayer | (InParameters: LandscapeBrushParameters) → TextureRenderTarget2D | — |
| fn | GetBlueprintRenderDependencies | (out OutStreamableAssets: Object[]) | — |
| fn | Center Actors On Spline Points | () | — |
| fn | Hard Edge Tangents1) Brush Settings | () | — |
| fn | Auto Spline Tangents1) Brush Settings | () | — |
| fn | ForceUpdate | () | — |
| fn | Export RT5) Debug | () | — |
| fn | Draw Custom Shape1) Brush Settings | () | — |
| fn | DrawCanvasShape | () | — |
| fn | Draw Brush Material | () | — |
| fn | Cache Distance Field | () | — |
| fn | Update Curves | () | — |
| fn | Brush Setup | () | — |
| event | Initialize | (InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint) | — |
CustomBrush_Landmass_River0 members
No editor-visible members; this asset configures defaults only.
CustomBrush_MaterialOnly58 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Brush Manager5) Debug | LandmassBrushManager | — |
| var | Distance Field Cache5) Debug | TextureRenderTarget2D | — |
| var | Draw Brush MID5) Debug | MaterialInstanceDynamic | — |
| var | Blend Mode1) Brush Settings | BrushBlendType | The blend mode changes how the brush material is applied to the terrain. |
| var | Brush Material1) Brush Settings|Material | MaterialInterface | — |
| var | Blur Shape2) Effects|Blurring | bool | — |
| var | Blur Size2) Effects|Blurring | int | — |
| var | Curl 1 Strength2) Effects|Curl Noise | float | — |
| var | Use Elevation Curve2) Effects|Curves | bool | — |
| var | Displacement Height2) Effects|Displacement | float | — |
| var | Inner Smooth Threshold2) Effects|Smooth Blending | float | — |
| var | Outer Smooth Threshold2) Effects|Smooth Blending | float | — |
| var | Curl 2 Strength2) Effects|Curl Noise | float | — |
| var | Curl 1 Tiling2) Effects|Curl Noise | float | — |
| var | Curl 2 Tiling2) Effects|Curl Noise | float | — |
| var | A List Of Effects That Alter The Brush.2) Effects | ProcMeshData | — |
| var | Terrace Alpha2) Effects|Terracing | float | — |
| var | Terrace Spacing2) Effects|Terracing | float | — |
| var | Terrace Smoothness2) Effects|Terracing | float | — |
| var | Mask Length2) Effects|Terracing | float | — |
| var | Mask Start Offset2) Effects|Terracing | float | — |
| var | Displacement Tiling2) Effects|Displacement | float | — |
| var | Displacement Texture2) Effects|Displacement | Texture2D | — |
| var | Midpoint2) Effects|Displacement | float | — |
| var | Channel2) Effects|Displacement | LinearColor | — |
| var | Elevation Curve Asset2) Effects|Curves | CurveFloat | — |
| var | Curve RT2) Effects|Curves | TextureRenderTarget2D | — |
| var | Curve Bottom Offset2) Effects|Curves | float | — |
| var | Curve Z Length2) Effects|Curves | float | — |
| var | Curve Texture Rendered5) Debug | bool | — |
| var | Distance Field Is Cached5) Debug | bool | — |
| var | Shape MID5) Debug | MaterialInstanceDynamic | — |
| var | Path5) Debug | string | — |
| var | Name5) Debug | string | — |
| var | Weightmap MID5) Debug | MaterialInstanceDynamic | — |
| var | Weightmap Influence2) Effects|Displacement | float | — |
| var | Tiling1) Brush Settings|Material | float | — |
| var | Elevation Scale1) Brush Settings|Material | float | — |
| var | Elevation Pre- Offset1) Brush Settings|Material | float | — |
| var | Seed1) Brush Settings|Material | float | — |
| var | Invert1) Brush Settings|Material | bool | — |
| var | Octaves1) Brush Settings|Material | int | — |
| var | Persistence1) Brush Settings|Material | float | — |
| var | Custom Parameters1) Brush Settings|Material | ProcMeshData | — |
| var | Custom Scalar Params1) Brush Settings|Material | Map<name, float> | — |
| var | Custom Vector Params1) Brush Settings|Material | Map<name, LinearColor> | — |
| var | Custom Texture Params1) Brush Settings|Material | Map<name, Texture2D> | — |
| var | Brush Material Weightmap1) Brush Settings|Material | MaterialInterface | — |
| fn | RenderLayer | (InParameters: LandscapeBrushParameters) → TextureRenderTarget2D | — |
| fn | ApplyCustomParams | () | — |
| fn | ForceUpdate | () | — |
| fn | Export RT5) Debug | () | — |
| fn | Draw Custom Shape1) Brush Settings | () | — |
| fn | DrawCanvasShape | () | — |
| fn | Draw Brush Material | () | — |
| fn | Update Curves | () | — |
| fn | Brush Setup | (Landscape RT: TextureRenderTarget2D) | — |
| event | Initialize | (InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint) | — |
LandmassBrushManager92 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Enable Fast Preview ModeLandmass | bool | — |
| var | Heightmap Render RTRender Targets | TextureRenderTarget2D | — |
| var | Scratch Heightmap RTRender Targets | TextureRenderTarget2D | — |
| var | Landscape QuadsDebug|Landscape Information | IntPoint | — |
| var | Landscape RT ResDebug|Landscape Information | IntPoint | — |
| var | World SizeDebug|Landscape Information | Vector | — |
| var | LS TransformDebug|Landscape Information | Transform | — |
| var | RT World SizeDebug|Landscape Information | Vector2D | The 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. |
| var | RT World CenterDebug|Landscape Information | Vector2D | — |
| var | Weightmap RTRender Targets | TextureRenderTarget2D | — |
| var | Jump Flood RT ARender Targets | TextureRenderTarget2D | — |
| var | Jump Flood RT BRender Targets | TextureRenderTarget2D | — |
| var | Depth And Shape RT ARender Targets | TextureRenderTarget2D | — |
| var | File PathDebug Export | string | — |
| var | FilenameDebug Export | string | — |
| var | Preview Mode Use Landscape MIDLandmass | bool | — |
| var | Sections XDebug | int | — |
| var | Sections YDebug | int | — |
| var | Last Updated BrushDebug | Actor | — |
| var | Brush Requesting UpdateDebug | LandmassActor | — |
| var | Preview Landscape MeshDebug | Landmass_PreviewLandscape | — |
| var | Copy RT MIDDebug | MaterialInstanceDynamic | — |
| var | Raster Shape MIDDebug | MaterialInstanceDynamic | — |
| var | Update Every Frame DebugDebug | bool | — |
| var | Quadtree Leaf Node SizeQuadtree | float | — |
| var | Current Modified NodesQuadtree | int[] | — |
| var | Modified Node ExtentsQuadtree | Vector4 | — |
| var | Brushes Requiring UpdateQuadtree | LandmassActor[] | — |
| var | Debug TextQuadtree | bool | — |
| var | Brushes Affects ValuesDebug | Map<LandscapeBlueprintBrush, Landmass_Cache_Affect_Values> | — |
| var | Modified Brush ActorsDebug | Actor[] | — |
| var | Use Nativized TreeQuadtree | bool | Only should be used for debugging. The BP tree is very slow. |
| var | Combined Result RTRender Targets | TextureRenderTarget2D | — |
| var | Weightmap RTsRender Targets | Map<name, TextureRenderTarget2D> | — |
| var | Content Browser RTDebug Export | TextureRenderTarget2D | — |
| var | Copy/ Export TargetDebug Export | name | — |
| var | Fast Preview Use MID PreviousDebug | bool | — |
| var | Fast Preview Mode PreviousDebug | bool | — |
| var | Next Frame Full RedrawQuadtree | bool | Only should be used for debugging. The BP tree is very slow. |
| var | Erosion BrushDebug | LandmassBrush_Erosion | — |
| var | Input Landscape Height RTRender Targets | TextureRenderTarget2D | — |
| var | Latent UpdateDebug | bool | — |
| var | Keep Weightmap RTs ResidentDebug | bool | — |
| var | Gather Brushes Automatically | bool | — |
| var | Commit Shape RTRender Targets | TextureRenderTarget2D | — |
| var | Cropped RTRender Targets | TextureRenderTarget2D | — |
| var | Distance Field RTRender Targets | TextureRenderTarget2D | — |
| fn | GenerateShapeMaskFromSpline | (In Brush: Actor, Fixed Step Size: float, Flip Sign: bool, InTexturePath: string) | — |
| fn | CopyWMLayersIfNeeded | () | — |
| fn | GetBlueprintRenderDependencies | (out OutStreamableAssets: Object[]) | — |
| fn | Copy Target to CB RTDebug Export | () | — |
| fn | Update Brushes InternalLandmass | () | — |
| fn | LaunchLandmassEditorDefault | (BrushRequestingEditor: LandmassActor) | — |
| fn | DrawBrushMaterialDefault | (Brush: LandmassActor, BrushMaterial: MaterialInterface) | — |
| fn | TogglePreviewModeDefault | (bEnablePreviewMode: bool) | — |
| fn | RequestUpdateFromBrushDefault | (BrushRequestingUpdate: LandmassActor) | — |
| fn | Find A Landscape | () | — |
| fn | Allocate All Brush WeightmapsDefault | () | — |
| fn | Allocate Brush Weightmaps | () | — |
| fn | RenderLayer | (InParameters: LandscapeBrushParameters) → TextureRenderTarget2D | — |
| fn | AddDebugBrushToTreeQuadtree | () | — |
| fn | Export Render TargetDebug Export | () | — |
| fn | Launch Landmass EditorLandmass | () | — |
| fn | Gather BrushesLandmass | () | — |
| fn | Draw Material Whole LandscapeDefault | (In Material: MaterialInterface) | — |
| fn | Get Nodes For ExtentsQuadtree | (In Extents: Vector4, out Nodes: int[]) | — |
| fn | Add All Brushes to TreeQuadtree | () | — |
| fn | Print Note DebugQuadtree | () | — |
| fn | Get Brushes in Modified NodesQuadtree | () | — |
| fn | ListChildrenQuadtree | () | — |
| fn | CountChildNodesQuadtree | () | — |
| fn | RemoveActorFromNodeQuadtree | (In_Brush: Actor, In_NodeIndex: int, out Was Removed: bool) | — |
| fn | RemoveActorFromQuadtreeQuadtree | (out Removed: int[]) | — |
| fn | Find Brush In TreeQuadtree | () | — |
| fn | Add Brush to TreeQuadtree | () | — |
| fn | Populate TreeQuadtree | () | — |
| fn | Update Specified Brushes for LayerDefault | (out Specified Brushes: LandmassActor[], Heightmap: bool, Weightmap Name: name) | — |
| fn | Update BrushesLandmass | () | — |
| fn | Enable PreviewLandscape | () | — |
| fn | Set Landscape Info | (Landscape Information: LandmassLandscapeInfo) | — |
| fn | Complete ShapeShape Drawing | () | — |
| fn | Begin ShapeShape Drawing | () | — |
| fn | Update Transform | () | — |
| fn | Set MPC Params | () | — |
| fn | Rasterize Spline ShapeDefault | (Spline: SplineComponent, Z Position: float, Fixed Sample Length: float, FlipSign: bool) | — |
| fn | Capture Mesh Depth BoundedDefault | (InPrimitive: PrimitiveComponent, InRenderTarget: TextureRenderTarget2D, InCaptureSize: float, InCaptureTransform: Transform) | — |
| fn | Reposition SceneCaptureDefault | () | — |
| fn | Capture Mesh Depth | (out Primitive: PrimitiveComponent[]) | — |
| fn | Allocate RTs | () | — |
| event | Initialize | (InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint) | — |
| event | testsort | () | — |
| event | PreviewModeTimer | () | — |
SplineMeshChild8 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Spline Ref | SplineComponent | — |
| var | Material | MaterialInterface | — |
| var | Mesh | StaticMesh | — |
| var | Scale | Vector | — |
| var | Segment Length | float | — |
| var | Info | string | — |
| fn | Setup Spline Mesh Components | () | — |
| fn | Update Values | (Spline: SplineComponent, Mat: MaterialInterface, Mesh: StaticMesh, Scale: Vector, Segment Length: float) | — |
TextureTest15 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Texture | LandscapeTextureData | — |
| var | RT | TextureRenderTarget2D | — |
| var | RT Packed | TextureRenderTarget2D | — |
| var | Material | MaterialInterface | — |
| var | Default Size | int | — |
| var | RT 2 | TextureRenderTarget2D | — |
| var | Write RTMID | MaterialInstanceDynamic | — |
| var | Pack MID | MaterialInstanceDynamic | — |
| var | Tex | Texture2D | — |
| var | P | string | — |
| fn | RenderLayer | (InParameters: LandscapeBrushParameters) → TextureRenderTarget2D | — |
| event | CopyMaterial to RT | () | — |
| event | Copy Data to RT | () | — |
| event | Make Texture | () | — |
| event | Test Index | () | — |
BlueprintBrushes/Brushes
LandmassBrush_CopyRegion45 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | DisplacementHeightmapSettings | Texture2D | — |
| var | Texture ChannelHeightmapSettings|DisplacementSettings | Landmass_TextureColorChannels | — |
| var | Alphablend BehaviorHeightmapSettings|DisplacementSettings | Landmass_AlphaDisplaceModes | — |
| var | Height Reference PlaneHeightmapSettings|DisplacementSettings | float | — |
| var | Custom Scalar ParamsHeightmapSettings|CustomParameters | Map<name, float> | — |
| var | Custom Vector ParamsHeightmapSettings|CustomParameters | Map<name, LinearColor> | — |
| var | Custom Texture ParamsHeightmapSettings|CustomParameters | Map<name, Texture2D> | — |
| var | Add Noise MIDDebug | MaterialInstanceDynamic | — |
| var | SubdivisionsLandscapeCopy | int | Only 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. |
| var | IndexLandscapeCopy | int | When the subdivisions setting above is > 1, this index allows choosing which subdivided cell to sample. |
| var | Make Height RelativeHeightmapSettings | bool | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Copy Height MIDDebug | MaterialInstanceDynamic | — |
| var | Use Shared EdgesLandscapeCopy | bool | — |
| var | All Layers CopiedLandscapeCopy | bool | — |
| var | Copy Weight MIDDebug | MaterialInstanceDynamic | — |
| var | Request Copy DataDebug | bool | — |
| var | Height Copy RTDebug | TextureRenderTarget2D | — |
| var | Weightmap RTsDebug | Map<name, TextureRenderTarget2D> | — |
| var | Weightmaps To CopyWeightmapSettings | name[] | — |
| var | Save Texture SeparatelyLandscapeCopy | bool | — |
| var | Height Copy TextureLandscapeCopy | Texture2D | — |
| var | Weightmap Copy TexturesLandscapeCopy | Map<name, Texture2D> | — |
| var | Asset PathLandscapeCopy | string | — |
| var | Updated LayersDebug | name[] | — |
| var | Request Texture UpdateDebug | bool | — |
| var | XYOffsetLandscapeCopy | Vector2D | — |
| var | Was Affect HeightmapDebug | bool | — |
| var | Was Affect WeightmapDebug | bool | — |
| var | Use Capture Boundary NormalsLandscapeCopy | bool | — |
| fn | Print Size | () | — |
| fn | Save Texture Data | (out Texture: Texture2D, out RenderTarget: TextureRenderTarget2D) | — |
| fn | Copy Input RT | (RenderTarget: TextureRenderTarget2D) | — |
| fn | Copy Input Data | () | — |
| fn | Allocate RTs | () | — |
| fn | Copy Landscape DataLandscapeCopy | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| fn | Draw Brush | () | — |
| fn | Set Material ParamsDefault | (In MID: MaterialInstanceDynamic, IsHeightmap: bool) | — |
| fn | Setup Brush MIDsDefault | () | — |
| fn | Assign RenderTargets | () | — |
| event | CustomTickTick | (DeltaSeconds: float) | — |
| event | ManagerRenderComplete | () | — |
LandmassBrush_Erosion86 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Erosion KeyframesErosion Settings | Landmass_Erosion_Keyframe[] | — |
| var | Sections XDebug | int | — |
| var | Sections YDebug | int | — |
| var | Show WaterDebug | bool | — |
| var | Display Particle Render MatDebug | bool | — |
| var | Use Landscape MID For PreviewDebug | bool | — |
| var | Heightmap RenderDebug | bool | — |
| var | Landscape TransformDebug | Transform | — |
| var | Landscape SizeDebug | IntPoint | — |
| var | RT ResolutionDebug | IntPoint | — |
| var | World SizeDebug | Vector2D | — |
| var | RT World CenterDebug | Vector2D | — |
| var | Height RT ADebug|Render Targets | TextureRenderTarget2D | — |
| var | Height RT BDebug|Render Targets | TextureRenderTarget2D | — |
| var | Position RT ADebug|Render Targets | TextureRenderTarget2D | — |
| var | Position RT BDebug|Render Targets | TextureRenderTarget2D | — |
| var | Velocity RT ADebug|Render Targets | TextureRenderTarget2D | — |
| var | Velocity RT BDebug|Render Targets | TextureRenderTarget2D | — |
| var | Scene Capture RTDebug|Render Targets | TextureRenderTarget2D | — |
| var | Normal RTDebug|Render Targets | TextureRenderTarget2D | — |
| var | Height Output RG8Debug|Render Targets | TextureRenderTarget2D | — |
| var | Landscape Height Copy RTDebug|Render Targets | TextureRenderTarget2D | — |
| var | Landscape in RTDebug|Render Targets | TextureRenderTarget2D | — |
| var | Erosion Height RT DataDebug|Render Targets | TextureRenderTarget2D | — |
| var | Erosion Height Texture SavedDebug | Texture2D | — |
| var | Particle Position Seed MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Scatter Position MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Scatter Velocity MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Scatter Height Erosion MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Particle Preview MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Particle Render MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Erosion Weightmap Textures SavedDebug | Map<name, Texture2D> | — |
| var | Current Erosion KeyframeDebug | Landmass_Erosion_Keyframe | — |
| var | Compute Normals MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Water Levelling MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Water Levelling Seed MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Water Levelling Weightmap MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Slope Smoothing MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Add Noise MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Custom Material Erosion MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Unpack RG8 Height MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Make Erosion Relative RG8 Height MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Apply Erosion To Landscape MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Landscape Mesh Preview MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Copy RT MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | MaskErosion Settings | LandmassActor | — |
| var | Iterations Per TickErosion Settings | int | — |
| var | Is Simulation DoneDebug | bool | — |
| var | Copy MID | MaterialInstanceDynamic | — |
| var | Particle Render MatDebug | MaterialInterface | — |
| var | Component ResDebug | int | — |
| var | Particle Weightmap MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Weightmap RTsDebug|Render Targets | Map<name, TextureRenderTarget2D> | — |
| var | Apply Weightmap MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Content Browser RTExport | TextureRenderTarget2D | — |
| var | Copy/ Export TargetExport | name | — |
| var | Erosion Heightmap Mask MaterialErosion Settings | MaterialInterface | — |
| var | Erosion Weightmap Mask MaterialErosion Settings | MaterialInterface | — |
| fn | Copy Target to CB RTExport | () | — |
| fn | Save Result as Relative Texture | () | — |
| fn | Erosion_AddNoise | () | — |
| fn | Erosion_WaterLevelling | () | — |
| fn | Erosion_SlopeSmoothing | () | — |
| fn | Single IterationDebug | () | — |
| fn | ResetErosion Settings | () | — |
| fn | Erosion_Particles | () | — |
| fn | Set Custom MID ParamsInitialization | (In MID: MaterialInstanceDynamic, In Floats: Map<name, float>, In Vectors: Map<name, LinearColor>, In Textures: Map<name, Texture2D>) | — |
| fn | Initialize Erosion ValuesInitialization | (Erosion Key: Landmass_Erosion_Keyframe) | — |
| fn | Initialize SimulationInitialization | () | — |
| fn | PauseErosion Settings | () | — |
| fn | Simulate ErosionErosion Settings | () | — |
| fn | Set MPC ValuesInitialization | () | — |
| fn | Initialize BrushInitialization | () | Initializes only what is needed to combine the saved Erosion Texture Data, not the simulation data. |
| fn | Initialize MIDsInitialization | () | — |
| fn | Initialize RTsInitialization | () | — |
| fn | Disable PreviewDebug | () | — |
| fn | Show PreviewDebug | () | — |
| fn | Spawn Instance Particle MeshesDebug | (ResolutionDivisor: int) | — |
| fn | Initialize Size Initialization | () | — |
| fn | Spawn Instance Landscape MeshesDebug | () | — |
| fn | Launch Erosion TimelineErosion Settings | () | — |
| fn | RenderLayer | (InParameters: LandscapeBrushParameters) → TextureRenderTarget2D | — |
| event | Initialize | (InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint) | — |
| event | Complete Simulation | () | — |
| event | Update Erosion From Mask | () | — |
| event | Bind Mask Event | () | — |
LandmassBrush_MaskObject8 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Plane MID | MaterialInstanceDynamic | — |
| var | Edge FalloffMaskSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseMaskSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Elevation MaskingMaskSettings | LandmassBrush_ElevationMask_Settings | — |
| fn | Apply Mask MID Params | (MID: MaterialInstanceDynamic) | — |
| fn | Setup Preview Material | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
LandmassBrush_MeshStamp25 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | DisplacementHeightmapSettings | Texture2D | — |
| var | Custom Scalar ParamsHeightmapSettings|CustomParameters | Map<name, float> | — |
| var | Custom Vector ParamsHeightmapSettings|CustomParameters | Map<name, LinearColor> | — |
| var | Custom Texture ParamsHeightmapSettings|CustomParameters | Map<name, Texture2D> | — |
| var | Weightmap LayersWeightmapSettings | Map<name, Landmass_WeightmapSettings> | — |
| var | Noise PassesNoisePasses | Landmass_NoisePass_HeightSettings[] | — |
| var | Add Noise MIDDebug | MaterialInstanceDynamic | — |
| var | Draw Weightmap MIDMapDebug | Map<name, MaterialInstanceDynamic> | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Nothing | Landmass_EmptyStruct | If this variable isn't here, the order of cateogires gets jumbled. |
| var | Mesh Depth Capture RTDebug | TextureRenderTarget2D | — |
| var | Cap ShapeHeightmapSettings | bool | — |
| var | Cap HeightHeightmapSettings | float | — |
| var | Cap SmoothnessHeightmapSettings | float | — |
| var | Z OffsetHeightmapSettings | float | — |
| var | Height Is CapturedDebug | bool | — |
| fn | Capture | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| fn | Draw Brush | () | — |
| fn | Draw Noise Materials | () | — |
| fn | Set Material ParamsDefault | (In MID: MaterialInstanceDynamic, IsHeightmap: bool) | — |
| fn | Setup Brush MIDsDefault | () | — |
| fn | Assign RenderTargets | () | — |
LandmassBrush_ProceduralNoise16 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Noise SettingsHeightmapSettings | Landmass_NoiseSettings | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Weightmap NameWeightmapSettings | name | — |
| var | OpacityWeightmapSettings | float | — |
| var | Falloff WidthWeightmapSettings | float | — |
| var | Edge OffsetWeightmapSettings | float | — |
| var | Match Heightmap NoiseWeightmapSettings | bool | When true, the tiling and seed from the Heightmap Noise will be used. Useful when you want a mask matching some hills or mountains. |
| var | Weightmap Noise SettingsWeightmapSettings | Landmass_NoisePass_WeightMapSettings | — |
| var | Heightmap Slope MaskHeightmapSettings | LandmassBrush_SlopeMask_Settings | — |
| var | Heightmap Elevation MaskHeightmapSettings | LandmassBrush_ElevationMask_Settings | — |
| var | Weightmap Slope MaskWeightmapSettings | LandmassBrush_SlopeMask_Settings | — |
| var | Weightmap Elevation MaskWeightmapSettings | LandmassBrush_ElevationMask_Settings | — |
| fn | Setup Material | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
LandmassBrush_Terraces9 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Plane MID | MaterialInstanceDynamic | — |
| var | Edge FalloffMaskSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseMaskSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Elevation MaskingMaskSettings | LandmassBrush_ElevationMask_Settings | — |
| fn | Apply Mask MID Params | (MID: MaterialInstanceDynamic) | — |
| fn | Setup Preview Material | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| event | Update Mask | () | — |
LandmassBrush_TextureStamp25 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | DisplacementHeightmapSettings | Texture2D | — |
| var | Relative DepthHeightmapSettings | float | — |
| var | Texture ChannelHeightmapSettings|DisplacementSettings | Landmass_TextureColorChannels | — |
| var | Alphablend BehaviorHeightmapSettings|DisplacementSettings | Landmass_AlphaDisplaceModes | — |
| var | Height Reference PlaneHeightmapSettings|DisplacementSettings | float | — |
| var | Custom Scalar ParamsHeightmapSettings|CustomParameters | Map<name, float> | — |
| var | Custom Vector ParamsHeightmapSettings|CustomParameters | Map<name, LinearColor> | — |
| var | Custom Texture ParamsHeightmapSettings|CustomParameters | Map<name, Texture2D> | — |
| var | Weightmap LayersWeightmapSettings | Map<name, Landmass_WeightmapSettings> | — |
| var | Noise PassesNoisePasses | Landmass_NoisePass_HeightSettings[] | — |
| var | Add Noise MIDDebug | MaterialInstanceDynamic | — |
| var | Draw Weightmap MIDMapDebug | Map<name, MaterialInstanceDynamic> | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Fixed Spline Sample LengthSpline | float | — |
| var | Counter Clockwise Spline (Flip Sign)Spline | bool | By default only clockwise direction splines will work. This option flips the sign so counter clockwise splines work too. |
| var | Save Mask Texture Path / NameSpline | string | — |
| fn | Render SplineSpline | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| fn | Draw Brush | () | — |
| fn | Draw Noise Materials | () | — |
| fn | Set Material ParamsDefault | (In MID: MaterialInstanceDynamic, IsHeightmap: bool) | — |
| fn | Setup Brush MIDsDefault | () | — |
| fn | Assign RenderTargets | () | — |
LandmassBrush_TextureStamp_Scattered26 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | DisplacementHeightmapSettings | Texture2D | — |
| var | Relative DepthHeightmapSettings | float | — |
| var | Texture ChannelHeightmapSettings|DisplacementSettings | Landmass_TextureColorChannels | — |
| var | Alphablend BehaviorHeightmapSettings|DisplacementSettings | Landmass_AlphaDisplaceModes | — |
| var | Height Reference PlaneHeightmapSettings|DisplacementSettings | float | — |
| var | Custom Scalar ParamsHeightmapSettings|CustomParameters | Map<name, float> | — |
| var | Custom Vector ParamsHeightmapSettings|CustomParameters | Map<name, LinearColor> | — |
| var | Custom Texture ParamsHeightmapSettings|CustomParameters | Map<name, Texture2D> | — |
| var | Weightmap LayersWeightmapSettings | Map<name, Landmass_WeightmapSettings> | — |
| var | Noise PassesNoisePasses | Landmass_NoisePass_HeightSettings[] | — |
| var | Add Noise MIDDebug | MaterialInstanceDynamic | — |
| var | Draw Weightmap MIDMapDebug | Map<name, MaterialInstanceDynamic> | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Nothing | Landmass_EmptyStruct | If this variable isn't here, the order of cateogires gets jumbled. |
| var | Stamp RepeatsHeightmapSettings | float | — |
| var | Random OffsetHeightmapSettings | float | — |
| var | Random SeedHeightmapSettings | float | — |
| var | OpacityHeightmapSettings | float | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| fn | Draw Brush | () | — |
| fn | Draw Noise Materials | () | — |
| fn | Set Material ParamsDefault | (In MID: MaterialInstanceDynamic, IsHeightmap: bool) | — |
| fn | Setup Brush MIDsDefault | () | — |
| fn | Assign RenderTargets | () | — |
BlueprintBrushes/Brushes/Advanced
LandmassBrush_TextureStamp_BigIsland27 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | DisplacementHeightmapSettings | Texture2D | — |
| var | Relative DepthHeightmapSettings | float | — |
| var | Texture ChannelHeightmapSettings|DisplacementSettings | Landmass_TextureColorChannels | — |
| var | Alphablend BehaviorHeightmapSettings|DisplacementSettings | Landmass_AlphaDisplaceModes | — |
| var | Height Reference PlaneHeightmapSettings|DisplacementSettings | float | — |
| var | Custom Scalar ParamsHeightmapSettings|CustomParameters | Map<name, float> | — |
| var | Custom Vector ParamsHeightmapSettings|CustomParameters | Map<name, LinearColor> | — |
| var | Custom Texture ParamsHeightmapSettings|CustomParameters | Map<name, Texture2D> | — |
| var | Weightmap LayersWeightmapSettings | Map<name, Landmass_WeightmapSettings> | — |
| var | Noise PassesNoisePasses | Landmass_NoisePass_HeightSettings[] | — |
| var | Add Noise MIDDebug | MaterialInstanceDynamic | — |
| var | Draw Weightmap MIDMapDebug | Map<name, MaterialInstanceDynamic> | — |
| var | Edge FalloffHeightmapSettings | Landmass_EdgeFalloffSettings | — |
| var | Edge Falloff NoiseHeightmapSettings | Landmass_EdgeFalloffNoiseSettings | — |
| var | Nothing | Landmass_EmptyStruct | If this variable isn't here, the order of cateogires gets jumbled. |
| var | Enable Noise PassesNoisePasses | bool | — |
| var | Fixed Spline Sample LengthSpline | float | — |
| var | Counter Clockwise Spline (Flip Sign)Spline | bool | By default only clockwise direction splines will work. This option flips the sign so counter clockwise splines work too. |
| var | Save Mask Texture Path / NameSpline | string | — |
| fn | RenderSplineSpline | () | — |
| fn | Landmass EditorBrushSettings | () | — |
| fn | RenderLayerDefault | (InParameters: LandscapeBrushParameters) | — |
| fn | Draw Brush | () | — |
| fn | Draw Noise Materials | () | — |
| fn | Set Material ParamsDefault | (In MID: MaterialInstanceDynamic, IsHeightmap: bool) | — |
| fn | Setup Brush MIDsDefault | () | — |
| fn | Assign RenderTargets | () | — |
BlueprintBrushes/Helpers
BP_MakeTextureStamp_FromStaticMesh14 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Static Mesh | StaticMesh | — |
| var | Displacement | Texture2D | — |
| var | Midpoint | float | — |
| var | Displacement Scale | float | — |
| var | Resolution | int | — |
| var | Capture Scale | float | — |
| var | Z Expansion | float | — |
| var | Capture MID | MaterialInstanceDynamic | — |
| var | Capture RT | TextureRenderTarget2D | — |
| var | Output RT | TextureRenderTarget2D | — |
| var | New Asset Path | string | — |
| var | New Texture Name | string | — |
| fn | Capture | () | — |
| event | Create Texture | () | — |
BlueprintBrushes/Interface
Landmass_EditorInterface2 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | MoveDown | (Brush: Actor) | — |
| fn | MoveUp | (Brush: Actor) | — |
Landmass_Interface6 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | UpdateBrushes | () | — |
| fn | GetRenderDependencies | (out Objects: Object[]) | — |
| fn | Render Erosion Layer | (In Parameters: LandscapeBrushParameters, Extents: Vector4, BrushManager: LandmassBrushManager, out returned: bool) | — |
| fn | Copy Edge Mask Parameters | (MID: MaterialInstanceDynamic) | — |
| fn | Get Shape Mask | (out ShapeMask: Texture2D) | — |
| fn | Set Shape Mask | (Texture: Texture2D, Points: Vector[], NewExtents: Vector4) | — |
BlueprintBrushes/Libraries
LandmassActor_Library0 members
No editor-visible members; this asset configures defaults only.
Landmass_FunctionLibrary14 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | MaxV3Default | (A: Vector, B: Vector, __WorldContext: Object, out Min: Vector) | — |
| fn | MinV3Default | (A: Vector, B: Vector, __WorldContext: Object, out Min: Vector) | — |
| fn | SplinePoints to CanvasUVTris | (Spline: SplineComponent, Landscape Info: LandmassLandscapeInfo, FixedLength: float, __WorldContext: Object, out NewParam: CanvasUVTri[]) | — |
| fn | Apply Custom Material Params | (MID: MaterialInstanceDynamic, Floats: Map<name, float>, Vectors: Map<name, LinearColor>, Textures: Map<name, Texture2D>, __WorldContext: Object) | — |
| fn | Point Sample UV | (In: Vector2D, Res: Vector2D, Ceil: bool, __WorldContext: Object, out Out: Vector2D) | — |
| fn | Ceil V2Default | (In: Vector2D, __WorldContext: Object, out Out: Vector2D) | — |
| fn | Floor V2 | (In: Vector2D, __WorldContext: Object, out Out: Vector2D) | — |
| fn | Brush Draw to Render Target Region | (RenderTarget: TextureRenderTarget2D, Material: MaterialInterface, Brush Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object) | — |
| fn | Brush Copy Render Target RegionDefault | (Source RT: TextureRenderTarget2D, Destination RT: TextureRenderTarget2D, Brush Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object) | — |
| fn | World 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) | — |
| fn | MakeExtentsDefault | (Min: Vector2D, Max: Vector2D, __WorldContext: Object, out Extents: Vector4) | — |
| fn | BreakExtentsDefault | (Extents: Vector4, __WorldContext: Object, out Min: Vector2D, out Max: Vector2D) | — |
| fn | MaxV2Default | (A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D) | — |
| fn | MinV2Default | (A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D) | — |
LandscapeBrushLibrary0 members
No editor-visible members; this asset configures defaults only.
WaterBrushCacheContainer0 members
No editor-visible members; this asset configures defaults only.
BlueprintBrushes/Previewing
Landmass_PreviewLandscape8 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Manager | LandmassBrushManager | — |
| var | Preview Material | MaterialInterface | — |
| var | Preview Landscape MID | MaterialInstanceDynamic | — |
| fn | Update MID | () | — |
| fn | Set MPC params | () | — |
| fn | Update MID Weight | (Name: name, Weightmap RT: Texture) | — |
| fn | Update MID Height | (Height RT: Texture) | — |
| fn | Spawn Instance MeshesDefault | (Brush Manager: LandmassBrushManager) | — |
BlueprintBrushes/Widgets
EUW_Landmass_Editor11 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | Draw Triangle | () | — |
| fn | SetPreviewPlaneToBrush | () | — |
| fn | MyEUWFunction | () | — |
| fn | OnGenerateItemWidget | (Item: name) → Widget | — |
| fn | OnGenerateContentWidget | (Item: name) → Widget | — |
| fn | DrawingWidget_MouseDoubleClickDefault | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | — |
| fn | DrawingWidget_MouseUp | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | — |
| fn | DrawingWidget_MouseMove | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | — |
| fn | DrawingWidget_MouseDown | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | — |
| event | Add Brushes to List | () | — |
| event | Select Brush | () | — |
LandmassBrush_EntryWidget2 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| event | OnMouseEnterMouse | (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 |
| event | OnMouseLeaveMouse | (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
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Index | int | — |
| event | Init | () | — |
LandmassViewport0 members
No editor-visible members; this asset configures defaults only.
LandmassViewport_Widget8 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | OnMouseMoveMouse | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | The 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. |
| fn | OnKeyDownInput | (MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReply | Called 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 |
| fn | OnKeyUpInput | (MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReply | Called 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 |
| fn | OnMouseButtonUpMouse | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | The 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. |
| fn | OnMouseButtonDownMouse | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | The 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. |
| fn | OnMouseWheelMouse | (MyGeometry: Geometry, MouseEvent: PointerEvent) → EventReply | Called 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 |
| event | Set Camera LookAt | (FocusPoint: Vector, Distance: float, ViewDirection: Vector) | — |
| event | OnMouseLeaveMouse | (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
No editor-visible members; this asset configures defaults only.
ErosionBrush/BP/DataAsset
ErosionBrush_DataSettings_Preset0 members
No editor-visible members; this asset configures defaults only.
ErosionBrush/BP/Widgets
EUB_SpawnErosionTab2 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| event | Spawn Erosion Widget | (OwningBrush: LandmassBrush_Erosion) | — |
| event | Spawn Landmass Editor | (Manager: LandmassBrushManager, LandmassBrush: LandmassActor) | — |
EUW_ErosionKey5 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Particle Erosion SettingsErosion Keyframe | Landmass_Particle_Erosion_Settings | — |
| var | Slope Smoothing SettingsErosion Keyframe | Landmass_SlopeSmoothing_Settings | — |
| var | Water Levelling SettingsErosion Keyframe | Landmass_WaterLevelling_Settings | — |
| var | Noise Injection SettingsErosion Keyframe | Landmass_Erosion_NoiseInjection | — |
| var | Custom Material PassErosion Keyframe | Landmass_Erosion_CustomMaterial | — |
EUW_Landscape_Erosion8 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Simulating | bool | — |
| fn | OnKeyDownInput | (MyGeometry: Geometry, InKeyEvent: KeyEvent) → EventReply | Called 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 |
| fn | Make Key Struct from Widget | (Key Widget: EUW_ErosionKey, out Landmass_Erosion_Keyframe: Landmass_Erosion_Keyframe) | — |
| fn | Make Key Widget from Key Struct | (InKey: Landmass_Erosion_Keyframe) | — |
| event | DestructUser 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. |
| event | Clicked Erosion Key | (Key: EUW_ErosionKey) | — |
| event | Delete a Key | () | — |
| event | Apply Settings to DA | () | — |
OldPrototype_BP
BP_Landmass_LayerStack145 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Terrain Seed Material2) Generation | MaterialInterface | — |
| var | Show Preview Mesh2) Generation | bool | — |
| var | Mesh Preview Material2) Generation | MaterialInterface | — |
| var | Tiling2) Generation | float | Adjusts Tiling of the noise in the Seed Material. |
| var | Seed2) Generation | float | This changes the random noise seed. |
| var | Elevation Scale2) Generation | float | The noise will start with a range around 0-1 and this multiplier effectively sets your desired Max Elevation |
| var | Elevation Pre- Offset2) Generation | float | This 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. |
| var | Export File Path7) Debug | string | — |
| var | Export File Name7) Debug | string | — |
| var | Stack Height Idx7) Debug | int | Used internally to track ping ponging and number of iterations. |
| var | Ticking Erosion7) Debug | bool | Internal only. Transient. |
| var | Cached Overall Resolution7) Debug|Cached Values | Vector2D | — |
| var | Stored Instances7) Debug|Cached Values | int | — |
| var | Cached Erosion Mode7) Debug|Cached Values | ErosionMode | — |
| var | Cached Elevation Scale7) Debug|Cached Values | float | — |
| var | Cached Elevation Pre- Offset7) Debug|Cached Values | float | — |
| var | Cached Ramp7) Debug|Cached Values | float | — |
| var | Cached Plateau7) Debug|Cached Values | float | — |
| var | Cached Channel7) Debug|Cached Values | float | — |
| var | Cached Seed7) Debug|Cached Values | float | — |
| var | Cached Tiling7) Debug|Cached Values | float | — |
| var | Cached Override Size7) Debug|Cached Values | float | — |
| var | Render Target A7) Debug|Render Targets | TextureRenderTarget2D | Stores the height data. |
| var | Render Target B7) Debug|Render Targets | TextureRenderTarget2D | — |
| var | Noise Seed RT7) Debug|Render Targets | TextureRenderTarget2D | This stores a cached copy of the noise generation seed. |
| var | Landscape Height RT7) Debug|Render Targets | TextureRenderTarget2D | Landscape 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. |
| var | Mesh Depth RT7) Debug|Render Targets | TextureRenderTarget2D | Used to capture mesh depth data for Brush blueprints. Also reusable for other passes as meshes always recapture depth. |
| var | Jump Flood Target A Vel7) Debug|Render Targets | TextureRenderTarget2D | Used for Jump Flooding for Brushes and Velocity in fluid simulation. |
| var | Jump Flood Target B Vel7) Debug|Render Targets | TextureRenderTarget2D | — |
| var | Normal7) Debug|Render Targets | TextureRenderTarget2D | The 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). |
| var | Mesh Preview MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Compute Normal MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Normalize Height MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Seed Noise MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | ------ Landscape Setup ------3) Landscape | ProcMeshData | These settings control the basic behavior behind erosion. |
| var | Landscape3) Landscape | Landscape | Specifying a Landscape actor gives the ability to read from an existing Landscape as Seed, as well as preview using the actual Landscape. |
| var | Component Size3) Landscape | SectionSizeOptions | The number of quads in each section. Should match the settings from the referenced Landscape above, if any. |
| var | Sections X3) Landscape | int | Number of sections in the X direction. |
| var | Sections Y3) Landscape | int | Number of sections in the Y direction. |
| var | Overall Resolution3) Landscape | Vector2D | Overall resolution calculated based on Section size and Section Counts. This gives the option to match existing landscapes. |
| var | Show Procedural Impact3) Landscape | bool | When specifying a Landscape above, this flag allows all Landmass modifications to be Toggled. |
| var | Show Water1) Real Time Simulation | bool | Toggles 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. |
| var | Velocity Debug Brightness1) Real Time Simulation | float | When the above 'Show Water' flag is enabled, this value allows tweaking of the displayed velocity brightness. It is purely for debug visualization feature. |
| var | Button Press Iterations4) Erosion | int | How many iterations to perform when pressing the 'Perform Iterations' button. |
| var | ------ Simulation Settings ------4) Erosion | ProcMeshData | These settings control the basic behavior behind erosion. |
| var | Erosion Mode4) Erosion | ErosionMode | — |
| var | Per Tick Iterations4) Erosion | int | — |
| var | Reset Every N Interations4) Erosion | int | When > 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. |
| var | Delta T4) Erosion | float | The 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. |
| var | Rain Amount4) Erosion | float | The amount of water height to add to each terrain vertex every iteration. |
| var | Solubility4) Erosion | float | The Solubility is the amount soil that can be dissolved into the water, per unit volume. Typically small values < 0.1 should be used. |
| var | Evaporation4) Erosion | float | The 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). |
| var | Start Water4) Erosion | float | The amount of water to start with per cell. This amount is measured in depth, not volume. |
| var | Water Is Level4) Erosion | bool | If 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) Erosion | ProcMeshData | These advanced effects also take place during erosion simulation. They can occur in addition to, or instead of standard erosion. |
| var | Velocity Advection Erosion4) Erosion | float | This 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. |
| var | Max Advection Slope4) Erosion | float | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | Smooth Slopes Greater Than4) Erosion | float | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | New Shape Type5) Shape Drawing | ShapeDrawingMode | This lets you select between different types of drawable shapes. |
| var | Starting Z Elevation5) Shape Drawing | float | It can be useful to specify the Z height to draw on to avoid the outlines being under the terrain. |
| var | Instructions:5) Shape Drawing | string | The instructions for the instructions are to read the instrucirons. |
| var | Highlight Components7) Debug | bool | Draws an optional white outline on component edges. |
| var | Perf Test Mode7) Debug | bool | — |
| var | Size Per Quad7) Debug | float | Calculated size per quad. |
| var | Total Size7) Debug | Vector2D | The total world size of the grid. This is the number of quads * the SizePerQuad. |
| var | Ramp2) Generation|Test Features | float | — |
| var | Plateau2) Generation|Test Features | float | — |
| var | Channel2) Generation|Test Features | float | — |
| var | Override Size3) Landscape|Overrides | float | If non-zero, this setting will determine the world size of the landscape. |
| var | New Shape Road Mesh5) Shape Drawing|Road Setup | StaticMesh | — |
| var | New Shape River Mesh5) Shape Drawing|River Setup | StaticMesh | — |
| var | River Material5) Shape Drawing|River Setup | MaterialInterface | — |
| var | Road Material5) Shape Drawing|Road Setup | MaterialInterface | — |
| var | Layer Stack6) Brush Layer Stack | BP_LandmassBrush[] | — |
| var | Weightmaps3) Landscape|Weightmap Setup | Map<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. |
| var | Cached Start Water7) Debug|Cached Values | float | — |
| var | Scatter Particle MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Scatter Mesh Actor7) Debug | ChildProcMesh | This needed to be a separate actor since a ProcMesh inside of a BP loses its data every time construcrion script is run. |
| var | Position A7) Debug|Render Targets | TextureRenderTarget2D | Particle Positions for Scatter Particle simulation. |
| var | Position B7) Debug|Render Targets | TextureRenderTarget2D | — |
| var | Invert Noise2) Generation | bool | Inverts the Noise using 1-x when it is in the 0-1 space, before elevation offset and scaling. |
| var | Cached Invert7) Debug|Cached Values | bool | — |
| var | Smooth Slopes Less Than4) Erosion | float | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | Velocity Damping4) Erosion | float | 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. |
| var | Prep RTfor LSMID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Octaves2) Generation | int | The number of noise octaves to use. More octaves give more detail, but add cost to the GPU for re-rendering the stack. |
| var | Persistence2) Generation | float | Persistence 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. |
| var | Edge Lip2) Generation|Test Features | float | — |
| var | Cached Octaves7) Debug|Cached Values | int | — |
| var | Cached Persistence7) Debug|Cached Values | float | — |
| var | Forced LOD3) Landscape|Overrides | int | Forcing the LOD to a higher value can gain back some performance if your PC is having trouble rendering a very dense mesh. |
| var | Erosion Weightmap Effects4) Erosion | ErodeWeightmap[] | 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. |
| var | Max Iterations7) Debug | int | When above 0, limits iterations. Useful for comparison various settings with the same number of iterations. |
| var | Combine Landscape Noise Water MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Total Z Range Kilometers3) Landscape | float | By 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. |
| var | Landscape Actor Z Scale3) Landscape | float | This is the Z scale a Landscape actor needs to be set to in order to have a matching Z range. |
| var | Cached Z Range Km7) Debug|Cached Values | float | — |
| var | Raw Z Scale7) Debug | float | This is the raw Z scale applied to the height data. |
| var | Debug Draw MID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Weightmap Name5) Shape Drawing|Weightmap Shape | string | The 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. |
| var | Cached Position7) Debug|Cached Values | Vector | — |
| var | Force Power Of 23) Landscape|Overrides | bool | Useful 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. |
| var | RT To Write To7) Debug | TextureRenderTarget2D | — |
| var | Normalize Max Z7) Debug | float | — |
| var | Prep Weightmapfor LSMID7) Debug|MIDs | MaterialInstanceDynamic | — |
| var | Always Tick For Perf Test1) Real Time Simulation | bool | Toggles 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. |
| var | Landscape Export Height RT7) Debug|Render Targets | TextureRenderTarget2D | Landscape 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. |
| fn | Constructor | () | — |
| fn | 4) Export Weightmaps to Landscape3) Landscape | () | — |
| fn | Draw Height to CB RT Asset7) Debug | () | — |
| fn | InvalidateBrushCache | () | — |
| fn | 2) Copy Landscape Range3) Landscape | () | — |
| fn | Export Normal File7) Debug | () | — |
| fn | Update Brushes And Normals2) Generation | () | — |
| fn | Render Seed2) Generation | () | — |
| fn | SpawnScatterMesh7) Debug | () | — |
| fn | Config Res | () | — |
| fn | Update 6) Brush Layer Stack | () | — |
| fn | Export Heightmap File7) Debug | () | — |
| fn | Spawn Instance Meshes6) MeshUtils | () | — |
| fn | Set MPC Params | () | — |
| fn | Perform Iterations4) Erosion | () | — |
| fn | Update4) Erosion | () | — |
| fn | GetSize3) Landscape | () | — |
| fn | 1) Read Landscape Height3) Landscape | () | — |
| fn | Reset1) Real Time Simulation | () | Resets the terrain by clearing, rendering seed material and then re-rendering the layer stack. |
| fn | 2) Complete Shape5) Shape Drawing | () | — |
| fn | 1) Create Shape5) Shape Drawing | () | — |
| fn | CaptureSplineDepth | (out Primitive: SplineMeshComponent[]) | — |
| fn | CaptureMeshDepth | (Primitive: PrimitiveComponent) | — |
| fn | UpdateNormalAndPreviewRTAssignments | (VelocityRT: TextureRenderTarget2D) | — |
| fn | UpdateBrushes | () | — |
| fn | Update Height2) Generation | () | — |
| fn | Set MID Params | () | — |
| fn | Stop Tick1) Real Time Simulation | () | — |
| fn | Start Tick1) Real Time Simulation | () | — |
| fn | 3) Export Height to Landscape3) Landscape | () | — |
| fn | Write Landscape Weightmap3) Landscape | () | — |
| fn | Create MIDs | () | — |
| fn | Create Render Targets | () | — |
| event | Rebind Preview Mesh RT | () | — |
| event | Export Height | () | — |
| event | Cache Normal | () | — |
| event | CustomTickTick | (DeltaSeconds: float) | — |
| event | Print Path | () | — |
BP_MeshGrids5 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Grid Verts X | int | — |
| var | Grid Verts Y | int | — |
| var | Grid Spacing | float | — |
| fn | Make Scatter Mesh | () | — |
| fn | Make Grid Mesh | () | — |
BP_ScreenOverlay5 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Scale | float | — |
| var | Opacity | float | — |
| var | Material | MaterialInterface | — |
| var | Note | string | — |
| var | Enable | bool | — |
OldPrototype_BP/Brushes
BP_LSBrush_Noise0 members
No editor-visible members; this asset configures defaults only.
BP_LandmassBrush82 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | LS BP5) Debug | BP_Landmass_LayerStack | — |
| var | Terrace Alpha2) Effects|Terracing | float | — |
| var | Terrace Z Spacing2) Effects|Terracing | float | — |
| var | Terrace Smoothness2) Effects|Terracing | float | — |
| var | Terrace Mask Length2) Effects|Terracing | float | — |
| var | Displacement Mask Width2) Effects|Displacement|Edge Masking | float | — |
| var | Displacement Mask Offset2) Effects|Displacement|Edge Masking | float | — |
| var | Displacement Mask Power2) Effects|Displacement|Edge Masking | float | — |
| var | ------ Input Settings ------1) Brush Settings | ProcMeshData | — |
| var | Brush Type1) Brush Settings | BrushTypes | This allows you to choose between a few basic types of Brushes. |
| var | Blend Mode1) Brush Settings | BrushBlendType | Blend modes define rules for how brushes composite on top of eachother. |
| var | Falloff Width1) Brush Settings | float | Falloff 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. |
| var | Falloff Angle1) Brush Settings | float | When 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. |
| var | Edge Width Offset1) Brush Settings | float | How many world units to extend the width of the shape. Useful for adding extra flattening on the sides of roads. |
| var | Use Mesh Depth1) Brush Settings | bool | For 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. |
| var | Invert Shape1) Brush Settings | bool | This 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. |
| var | Brush MID5) Debug | MaterialInstanceDynamic | — |
| var | Distance Field Render MID5) Debug | MaterialInstanceDynamic | — |
| var | Shape MID5) Debug | MaterialInstanceDynamic | — |
| var | Tick5) Debug | bool | — |
| var | Curl 1 Strength2) Effects|Curl Noise | float | — |
| var | Curl 2 Strength2) Effects|Curl Noise | float | — |
| var | Curl 1 Tiling2) Effects|Curl Noise | float | — |
| var | Curl 2 Tiling2) Effects|Curl Noise | float | — |
| var | Default Material1) Brush Settings|Material | MaterialInterface | This 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'. |
| var | Custom Override Mat1) Brush Settings|Material | MaterialInterface | The Brush Type must be set to Custom Material for this to be used. |
| var | Use Override Mat1) Brush Settings|Material | bool | Allows optionally replacing the built in brush material. The option 'Use Override Mat' must be enabled for this setting to work. |
| var | Material Only Radius1) Brush Settings|Material | float | This is the radius of the brush when using 'Brush Type' of 'Material Only'. Actor can also be scaled. |
| var | Z Offset1) Brush Settings|Advanced | float | This setting is an additional offset to the Z height of the brush. The base Z is defined using the Actor Position for Shapes. |
| var | Single Mesh1) Brush Settings|Single Mesh Setup | StaticMesh | — |
| var | Affect Heightmap4) Layer Targets | bool | — |
| var | Rendered Curve Texture5) Debug | bool | — |
| var | Use Elevation Curve2) Effects|Curves | bool | Elevation curve remaps the elevation profile using the curve. |
| var | Note:2) Effects|Curves | string | — |
| var | Elevation Remap Curve2) Effects|Curves | CurveFloat | Make sure that any curve points only exist between Time 0-1. Values beyond times 0-1 will be reconstructed wtih linear gradient. |
| var | Curve RT2) Effects|Curves | TextureRenderTarget2D | You don't need to set this, the BP will create it once you specify a curve and enable it above. |
| var | Inner Blend Radius2) Effects|Smooth Blending | float | — |
| var | Outer Blend Radius2) Effects|Smooth Blending | float | — |
| var | Displacement Height2) Effects|Displacement | float | — |
| var | Displacement Tiling2) Effects|Displacement | float | — |
| var | Displacement Texture2) Effects|Displacement | Texture2D | — |
| var | Midpoint2) Effects|Displacement | float | — |
| var | Spline Mesh1) Brush Settings|Spline Setup | StaticMesh | — |
| var | Spline Material1) Brush Settings|Spline Setup | MaterialInterface | — |
| var | Spline Mesh Scale1) Brush Settings|Spline Setup | Vector | — |
| var | Show Splines1) Brush Settings|Spline Setup | bool | — |
| var | Flatten Mesh1) Brush Settings|Spline Setup | StaticMesh | — |
| var | Show Flatten Mesh1) Brush Settings|Spline Setup | bool | — |
| var | Weightmap Target Settings4) Layer Targets | BrushWM[] | — |
| var | Cached Distance5) Debug | TextureRenderTarget2D | — |
| var | Distance Is Cached5) Debug | bool | — |
| var | Blur Distance Field1) Brush Settings|Advanced | bool | Help fix edge artifacts in hand drawn shapes and splines. |
| var | Curve Bottom Offset2) Effects|Curves | float | Curves will start at the height of the brush by default. This value can be used to offset the bottom point. |
| var | Curve Z Length2) Effects|Curves | float | The length from the Bottom of the bottom of the curve to the top. |
| var | Custom Scalar Params1) Brush Settings|Material | Map<name, float> | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | Custom Vector Params1) Brush Settings|Material | Map<name, LinearColor> | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | Custom Texture Params1) Brush Settings|Material | Map<name, Texture2D> | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | Flatten Z1) Brush Settings|Single Mesh Setup | bool | — |
| var | Terrace Start Offset2) Effects|Terracing | float | — |
| var | Blur Filter Scale1) Brush Settings|Advanced | float | Allows 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. |
| var | Cached Height Alpha5) Debug | TextureRenderTarget2D | — |
| var | Height Alpha MID5) Debug | MaterialInstanceDynamic | — |
| var | Selected5) Debug | bool | — |
| var | Channel2) Effects|Displacement | LinearColor | — |
| fn | Cache1) Brush Settings | () | — |
| fn | RenderBrushToStack | () | — |
| fn | RenderDistanceField | () | — |
| fn | Update2) Effects | () | — |
| fn | JumpFlood Single Step5) Debug | () | — |
| fn | Update Landscape1) Brush Settings | () | — |
| fn | Debug Detect Edges5) Debug | () | — |
| fn | Refresh4) Layer Targets | () | — |
| fn | 4) Move to Bottom3) Layer Ordering | () | — |
| fn | 3) Move to Top3) Layer Ordering | () | — |
| fn | 2) Move Down3) Layer Ordering | () | — |
| fn | 1) Move Up3) Layer Ordering | () | — |
| fn | Update Curves2) Effects | () | — |
| fn | Center Actor on Spline Points | () | — |
| fn | Constructor | () | — |
| fn | Draw Brush | () | — |
| event | Canvas Draw | () | — |
| event | ActorSelectionChangedSelection | (bSelected: bool) | — |
OldPrototype_BP/Components
ChildProcMesh6 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | LS BP | BP_Landmass_LayerStack | — |
| var | Custom Verts XCustom | int | — |
| var | Custom Verts YCustom | int | — |
| var | Custom Quad SizeCustom | float | — |
| fn | Make Custom Scatter MeshCustom | () | — |
| fn | Make Scatter Mesh | (LS BP: BP_Landmass_LayerStack) | — |
ErosionComponent26 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Velocity Advection ErosionAdvanced Effects | float | — |
| var | Erosion DataRender Targets | ErosionInterface | — |
| var | Velocity Acceleration MIDMIDs | MaterialInstanceDynamic | — |
| var | Advect Velocity MIDMIDs | MaterialInstanceDynamic | — |
| var | Advect Height MIDMIDs | MaterialInstanceDynamic | — |
| var | Normal Advection ErosionAdvanced Effects | float | — |
| var | Slope Smooth ThresholdAdvanced Effects | float | — |
| var | Velocity IdxDebug | int | — |
| var | Position IdxDebug | int | — |
| var | Scatter Particle Preview MIDMIDs | MaterialInstanceDynamic | — |
| var | Scatter Particle Render MIDMIDs | MaterialInstanceDynamic | — |
| var | Scatter Velocity MIDMIDs | MaterialInstanceDynamic | — |
| var | Scatter Position MIDMIDs | MaterialInstanceDynamic | — |
| var | Particle Position Seed MIDMIDs | MaterialInstanceDynamic | — |
| var | Divergence Height Update MIDMIDs | MaterialInstanceDynamic | — |
| var | Scatter Height Erosion MIDMIDs | MaterialInstanceDynamic | — |
| var | Weightmap Effects MIDMIDs | MaterialInstanceDynamic | — |
| var | Water Level MIDMIDs | MaterialInstanceDynamic | — |
| var | Iteration IdxDebug | int | — |
| var | Shallow Water Advect Height MatOverrides | MaterialInterface | — |
| var | Shallow Water Advect Velocity MatOverrides | MaterialInterface | — |
| fn | RenderWeightmapEffects | () | — |
| fn | Constructor | (ErosionData: ErosionInterface) | — |
| event | Erosion Tick | () | — |
| event | Erosion Button Press | () | — |
| event | Seed Particle Positions | () | — |