---
title: Landscape
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/plugins/landscape.html
---

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_Landmass**82 members

extends `LandscapeBlueprintBrush`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Brush Manager`5) Debug | `LandmassBrushManager` | — |
| var | `Distance Field Cache`5) Debug | `TextureRenderTarget2D` | — |
| var | `Copy RTMID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Render Distance Field MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Draw Brush MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Brush Type`1) 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 Mode`1) Brush Settings | `BrushBlendType` | The blend mode changes how the brush material is applied to the terrain. |
| var | `Invert Shape`1) Brush Settings | `bool` | — |
| var | `Cap Shape`1) Brush Settings\|Falloff | `bool` | — |
| var | `Falloff Angle`1) Brush Settings\|Falloff | `float` | — |
| var | `Falloff Mode`1) Brush Settings\|Falloff | `BrushFalloffMode` | — |
| var | `Falloff Width`1) Brush Settings\|Falloff | `float` | — |
| var | `Brush Material`1) Brush Settings\|Material | `MaterialInterface` | — |
| var | `Static Mesh`1) Brush Settings\|Static Mesh | `StaticMesh` | — |
| var | `Custom Override Material`1) Brush Settings\|Material | `MaterialInterface` | — |
| var | `Override Material`1) Brush Settings\|Material | `bool` | — |
| var | `Spline Mesh`1) Brush Settings\|Spline Mesh | `StaticMesh` | — |
| var | `Edge Width Offset`1) Brush Settings\|Falloff | `float` | — |
| var | `Z Offset`1) Brush Settings\|Falloff | `float` | — |
| var | `Blur Shape`2) Effects\|Blurring | `bool` | — |
| var | `Blur Size`2) Effects\|Blurring | `int` | — |
| var | `Curl 1 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Use Curve Channel`2) Effects\|Curves | `bool` | — |
| var | `Displacement Height`2) Effects\|Displacement | `float` | — |
| var | `Inner Smooth Threshold`2) Effects\|Smooth Blending | `float` | — |
| var | `Outer Smooth Threshold`2) Effects\|Smooth Blending | `float` | — |
| var | `Curl 2 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 1 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 2 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `A List Of Effects That Alter The Brush.`2) Effects | `ProcMeshData` | — |
| var | `Custom Scalar Params`1) Brush Settings\|Material | `Map<name, float>` | — |
| var | `Custom Vector Params`1) Brush Settings\|Material | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`1) Brush Settings\|Material | `Map<name, Texture2D>` | — |
| var | `Terrace Alpha`2) Effects\|Terracing | `float` | — |
| var | `Terrace Spacing`2) Effects\|Terracing | `float` | — |
| var | `Terrace Smoothness`2) Effects\|Terracing | `float` | — |
| var | `Mask Length`2) Effects\|Terracing | `float` | — |
| var | `Mask Start Offset`2) Effects\|Terracing | `float` | — |
| var | `Displacement Tiling`2) Effects\|Displacement | `float` | — |
| var | `Displacement Texture`2) Effects\|Displacement | `Texture2D` | — |
| var | `Midpoint`2) Effects\|Displacement | `float` | — |
| var | `Channel`2) Effects\|Displacement | `LinearColor` | — |
| var | `Elevation Curve Asset`2) Effects\|Curves | `CurveFloat` | — |
| var | `Curve RT`2) Effects\|Curves | `TextureRenderTarget2D` | — |
| var | `Channel Edge Offset`2) Effects\|Curves | `float` | — |
| var | `Curve Channel Depth`2) Effects\|Curves | `float` | — |
| var | `Used Material`5) Debug | `MaterialInterface` | — |
| var | `Flatten Mesh`1) Brush Settings\|Spline Mesh | `StaticMesh` | — |
| var | `Show Flatten Mesh`1) Brush Settings\|Spline Mesh | `bool` | — |
| var | `Show Splines`1) Brush Settings\|Spline Mesh | `bool` | — |
| var | `Spline Material`1) Brush Settings\|Spline Mesh | `MaterialInterface` | — |
| var | `Spline Mesh Scale`1) Brush Settings\|Spline Mesh | `Vector` | — |
| var | `Curve Texture Rendered`5) Debug | `bool` | — |
| var | `Distance Field Is Cached`5) Debug | `bool` | — |
| var | `Shape MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Path`5) Debug | `string` | — |
| var | `Name`5) Debug | `string` | — |
| var | `Weightmap MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Weightmap Influence`2) Effects\|Displacement | `float` | — |
| var | `Curve Ramp Width`2) Effects\|Curves | `float` | — |
| var | `Flatten Mesh Scale`1) Brush Settings\|Spline Mesh | `Vector` | — |
| var | `Default Mesh Length`1) Brush Settings\|Spline Mesh | `float` | — |
| var | `Mul`1) Brush Settings\|Spline Mesh | `float` | — |
| var | `Spline Length`5) Debug | `float` | — |
| var | `Paint Layer Target Settings`1) Brush Settings\|Paint Layers | `Map<name, BPWaterBodyWeightmapSettings>` | — |
| var | `Cur Paint Layer`5) Debug | `name` | — |
| var | `Spline Mesh BP`5) Debug | `SplineMeshChild` | — |
| var | `Force Tick Perf Test`5) Debug | `bool` | — |
| fn | `RenderLayer` | `(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D` | — |
| fn | `GetBlueprintRenderDependencies` | `(out OutStreamableAssets: Object[])` | — |
| fn | `Center Actors On Spline Points` | `()` | — |
| fn | `Hard Edge Tangents`1) Brush Settings | `()` | — |
| fn | `Auto Spline Tangents`1) Brush Settings | `()` | — |
| fn | `ForceUpdate` | `()` | — |
| fn | `Export RT`5) Debug | `()` | — |
| fn | `Draw Custom Shape`1) 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_River**0 members

extends `CustomBrush_Landmass`

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

**CustomBrush_MaterialOnly**58 members

extends `LandscapeBlueprintBrush`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Brush Manager`5) Debug | `LandmassBrushManager` | — |
| var | `Distance Field Cache`5) Debug | `TextureRenderTarget2D` | — |
| var | `Draw Brush MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Blend Mode`1) Brush Settings | `BrushBlendType` | The blend mode changes how the brush material is applied to the terrain. |
| var | `Brush Material`1) Brush Settings\|Material | `MaterialInterface` | — |
| var | `Blur Shape`2) Effects\|Blurring | `bool` | — |
| var | `Blur Size`2) Effects\|Blurring | `int` | — |
| var | `Curl 1 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Use Elevation Curve`2) Effects\|Curves | `bool` | — |
| var | `Displacement Height`2) Effects\|Displacement | `float` | — |
| var | `Inner Smooth Threshold`2) Effects\|Smooth Blending | `float` | — |
| var | `Outer Smooth Threshold`2) Effects\|Smooth Blending | `float` | — |
| var | `Curl 2 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 1 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 2 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `A List Of Effects That Alter The Brush.`2) Effects | `ProcMeshData` | — |
| var | `Terrace Alpha`2) Effects\|Terracing | `float` | — |
| var | `Terrace Spacing`2) Effects\|Terracing | `float` | — |
| var | `Terrace Smoothness`2) Effects\|Terracing | `float` | — |
| var | `Mask Length`2) Effects\|Terracing | `float` | — |
| var | `Mask Start Offset`2) Effects\|Terracing | `float` | — |
| var | `Displacement Tiling`2) Effects\|Displacement | `float` | — |
| var | `Displacement Texture`2) Effects\|Displacement | `Texture2D` | — |
| var | `Midpoint`2) Effects\|Displacement | `float` | — |
| var | `Channel`2) Effects\|Displacement | `LinearColor` | — |
| var | `Elevation Curve Asset`2) Effects\|Curves | `CurveFloat` | — |
| var | `Curve RT`2) Effects\|Curves | `TextureRenderTarget2D` | — |
| var | `Curve Bottom Offset`2) Effects\|Curves | `float` | — |
| var | `Curve Z Length`2) Effects\|Curves | `float` | — |
| var | `Curve Texture Rendered`5) Debug | `bool` | — |
| var | `Distance Field Is Cached`5) Debug | `bool` | — |
| var | `Shape MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Path`5) Debug | `string` | — |
| var | `Name`5) Debug | `string` | — |
| var | `Weightmap MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Weightmap Influence`2) Effects\|Displacement | `float` | — |
| var | `Tiling`1) Brush Settings\|Material | `float` | — |
| var | `Elevation Scale`1) Brush Settings\|Material | `float` | — |
| var | `Elevation Pre- Offset`1) Brush Settings\|Material | `float` | — |
| var | `Seed`1) Brush Settings\|Material | `float` | — |
| var | `Invert`1) Brush Settings\|Material | `bool` | — |
| var | `Octaves`1) Brush Settings\|Material | `int` | — |
| var | `Persistence`1) Brush Settings\|Material | `float` | — |
| var | `Custom Parameters`1) Brush Settings\|Material | `ProcMeshData` | — |
| var | `Custom Scalar Params`1) Brush Settings\|Material | `Map<name, float>` | — |
| var | `Custom Vector Params`1) Brush Settings\|Material | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`1) Brush Settings\|Material | `Map<name, Texture2D>` | — |
| var | `Brush Material Weightmap`1) Brush Settings\|Material | `MaterialInterface` | — |
| fn | `RenderLayer` | `(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D` | — |
| fn | `ApplyCustomParams` | `()` | — |
| fn | `ForceUpdate` | `()` | — |
| fn | `Export RT`5) Debug | `()` | — |
| fn | `Draw Custom Shape`1) 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)` | — |

**LandmassBrushManager**92 members

extends `LandmassManagerBase` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Enable Fast Preview Mode`Landmass | `bool` | — |
| var | `Heightmap Render RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Scratch Heightmap RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Landscape Quads`Debug\|Landscape Information | `IntPoint` | — |
| var | `Landscape RT Res`Debug\|Landscape Information | `IntPoint` | — |
| var | `World Size`Debug\|Landscape Information | `Vector` | — |
| var | `LS Transform`Debug\|Landscape Information | `Transform` | — |
| var | `RT World Size`Debug\|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 Center`Debug\|Landscape Information | `Vector2D` | — |
| var | `Weightmap RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Jump Flood RT A`Render Targets | `TextureRenderTarget2D` | — |
| var | `Jump Flood RT B`Render Targets | `TextureRenderTarget2D` | — |
| var | `Depth And Shape RT A`Render Targets | `TextureRenderTarget2D` | — |
| var | `File Path`Debug Export | `string` | — |
| var | `Filename`Debug Export | `string` | — |
| var | `Preview Mode Use Landscape MID`Landmass | `bool` | — |
| var | `Sections X`Debug | `int` | — |
| var | `Sections Y`Debug | `int` | — |
| var | `Last Updated Brush`Debug | `Actor` | — |
| var | `Brush Requesting Update`Debug | `LandmassActor` | — |
| var | `Preview Landscape Mesh`Debug | `Landmass_PreviewLandscape` | — |
| var | `Copy RT MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Raster Shape MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Update Every Frame Debug`Debug | `bool` | — |
| var | `Quadtree Leaf Node Size`Quadtree | `float` | — |
| var | `Current Modified Nodes`Quadtree | `int[]` | — |
| var | `Modified Node Extents`Quadtree | `Vector4` | — |
| var | `Brushes Requiring Update`Quadtree | `LandmassActor[]` | — |
| var | `Debug Text`Quadtree | `bool` | — |
| var | `Brushes Affects Values`Debug | `Map<LandscapeBlueprintBrush, Landmass_Cache_Affect_Values>` | — |
| var | `Modified Brush Actors`Debug | `Actor[]` | — |
| var | `Use Nativized Tree`Quadtree | `bool` | Only should be used for debugging. The BP tree is very slow. |
| var | `Combined Result RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Weightmap RTs`Render Targets | `Map<name, TextureRenderTarget2D>` | — |
| var | `Content Browser RT`Debug Export | `TextureRenderTarget2D` | — |
| var | `Copy/ Export Target`Debug Export | `name` | — |
| var | `Fast Preview Use MID Previous`Debug | `bool` | — |
| var | `Fast Preview Mode Previous`Debug | `bool` | — |
| var | `Next Frame Full Redraw`Quadtree | `bool` | Only should be used for debugging. The BP tree is very slow. |
| var | `Erosion Brush`Debug | `LandmassBrush_Erosion` | — |
| var | `Input Landscape Height RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Latent Update`Debug | `bool` | — |
| var | `Keep Weightmap RTs Resident`Debug | `bool` | — |
| var | `Gather Brushes Automatically` | `bool` | — |
| var | `Commit Shape RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Cropped RT`Render Targets | `TextureRenderTarget2D` | — |
| var | `Distance Field RT`Render 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 RT`Debug Export | `()` | — |
| fn | `Update Brushes Internal`Landmass | `()` | — |
| fn | `LaunchLandmassEditor`Default | `(BrushRequestingEditor: LandmassActor)` | — |
| fn | `DrawBrushMaterial`Default | `(Brush: LandmassActor, BrushMaterial: MaterialInterface)` | — |
| fn | `TogglePreviewMode`Default | `(bEnablePreviewMode: bool)` | — |
| fn | `RequestUpdateFromBrush`Default | `(BrushRequestingUpdate: LandmassActor)` | — |
| fn | `Find A Landscape` | `()` | — |
| fn | `Allocate All Brush Weightmaps`Default | `()` | — |
| fn | `Allocate Brush Weightmaps` | `()` | — |
| fn | `RenderLayer` | `(InParameters: LandscapeBrushParameters) → TextureRenderTarget2D` | — |
| fn | `AddDebugBrushToTree`Quadtree | `()` | — |
| fn | `Export Render Target`Debug Export | `()` | — |
| fn | `Launch Landmass Editor`Landmass | `()` | — |
| fn | `Gather Brushes`Landmass | `()` | — |
| fn | `Draw Material Whole Landscape`Default | `(In Material: MaterialInterface)` | — |
| fn | `Get Nodes For Extents`Quadtree | `(In Extents: Vector4, out Nodes: int[])` | — |
| fn | `Add All Brushes to Tree`Quadtree | `()` | — |
| fn | `Print Note Debug`Quadtree | `()` | — |
| fn | `Get Brushes in Modified Nodes`Quadtree | `()` | — |
| fn | `ListChildren`Quadtree | `()` | — |
| fn | `CountChildNodes`Quadtree | `()` | — |
| fn | `RemoveActorFromNode`Quadtree | `(In_Brush: Actor, In_NodeIndex: int, out Was Removed: bool)` | — |
| fn | `RemoveActorFromQuadtree`Quadtree | `(out Removed: int[])` | — |
| fn | `Find Brush In Tree`Quadtree | `()` | — |
| fn | `Add Brush to Tree`Quadtree | `()` | — |
| fn | `Populate Tree`Quadtree | `()` | — |
| fn | `Update Specified Brushes for Layer`Default | `(out Specified Brushes: LandmassActor[], Heightmap: bool, Weightmap Name: name)` | — |
| fn | `Update Brushes`Landmass | `()` | — |
| fn | `Enable PreviewLandscape` | `()` | — |
| fn | `Set Landscape Info` | `(Landscape Information: LandmassLandscapeInfo)` | — |
| fn | `Complete Shape`Shape Drawing | `()` | — |
| fn | `Begin Shape`Shape Drawing | `()` | — |
| fn | `Update Transform` | `()` | — |
| fn | `Set MPC Params` | `()` | — |
| fn | `Rasterize Spline Shape`Default | `(Spline: SplineComponent, Z Position: float, Fixed Sample Length: float, FlipSign: bool)` | — |
| fn | `Capture Mesh Depth Bounded`Default | `(InPrimitive: PrimitiveComponent, InRenderTarget: TextureRenderTarget2D, InCaptureSize: float, InCaptureTransform: Transform)` | — |
| fn | `Reposition SceneCapture`Default | `()` | — |
| fn | `Capture Mesh Depth` | `(out Primitive: PrimitiveComponent[])` | — |
| fn | `Allocate RTs` | `()` | — |
| event | `Initialize` | `(InLandscapeTransform: Transform, InLandscapeSize: IntPoint, InLandscapeRenderTargetSize: IntPoint)` | — |
| event | `testsort` | `()` | — |
| event | `PreviewModeTimer` | `()` | — |

**SplineMeshChild**8 members

extends `Actor`

| 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)` | — |

**TextureTest**15 members

extends `LandscapeBlueprintBrush`

| 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_CopyRegion**45 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Displacement`HeightmapSettings | `Texture2D` | — |
| var | `Texture Channel`HeightmapSettings\|DisplacementSettings | `Landmass_TextureColorChannels` | — |
| var | `Alphablend Behavior`HeightmapSettings\|DisplacementSettings | `Landmass_AlphaDisplaceModes` | — |
| var | `Height Reference Plane`HeightmapSettings\|DisplacementSettings | `float` | — |
| var | `Custom Scalar Params`HeightmapSettings\|CustomParameters | `Map<name, float>` | — |
| var | `Custom Vector Params`HeightmapSettings\|CustomParameters | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`HeightmapSettings\|CustomParameters | `Map<name, Texture2D>` | — |
| var | `Add Noise MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Subdivisions`LandscapeCopy | `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 | `Index`LandscapeCopy | `int` | When the subdivisions setting above is > 1, this index allows choosing which subdivided cell to sample. |
| var | `Make Height Relative`HeightmapSettings | `bool` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Copy Height MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Use Shared Edges`LandscapeCopy | `bool` | — |
| var | `All Layers Copied`LandscapeCopy | `bool` | — |
| var | `Copy Weight MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Request Copy Data`Debug | `bool` | — |
| var | `Height Copy RT`Debug | `TextureRenderTarget2D` | — |
| var | `Weightmap RTs`Debug | `Map<name, TextureRenderTarget2D>` | — |
| var | `Weightmaps To Copy`WeightmapSettings | `name[]` | — |
| var | `Save Texture Separately`LandscapeCopy | `bool` | — |
| var | `Height Copy Texture`LandscapeCopy | `Texture2D` | — |
| var | `Weightmap Copy Textures`LandscapeCopy | `Map<name, Texture2D>` | — |
| var | `Asset Path`LandscapeCopy | `string` | — |
| var | `Updated Layers`Debug | `name[]` | — |
| var | `Request Texture Update`Debug | `bool` | — |
| var | `XYOffset`LandscapeCopy | `Vector2D` | — |
| var | `Was Affect Heightmap`Debug | `bool` | — |
| var | `Was Affect Weightmap`Debug | `bool` | — |
| var | `Use Capture Boundary Normals`LandscapeCopy | `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 Data`LandscapeCopy | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| fn | `Draw Brush` | `()` | — |
| fn | `Set Material Params`Default | `(In MID: MaterialInstanceDynamic, IsHeightmap: bool)` | — |
| fn | `Setup Brush MIDs`Default | `()` | — |
| fn | `Assign RenderTargets` | `()` | — |
| event | `CustomTick`Tick | `(DeltaSeconds: float)` | — |
| event | `ManagerRenderComplete` | `()` | — |

**LandmassBrush_Erosion**86 members

extends `LandmassErosionBrushBase` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Erosion Keyframes`Erosion Settings | `Landmass_Erosion_Keyframe[]` | — |
| var | `Sections X`Debug | `int` | — |
| var | `Sections Y`Debug | `int` | — |
| var | `Show Water`Debug | `bool` | — |
| var | `Display Particle Render Mat`Debug | `bool` | — |
| var | `Use Landscape MID For Preview`Debug | `bool` | — |
| var | `Heightmap Render`Debug | `bool` | — |
| var | `Landscape Transform`Debug | `Transform` | — |
| var | `Landscape Size`Debug | `IntPoint` | — |
| var | `RT Resolution`Debug | `IntPoint` | — |
| var | `World Size`Debug | `Vector2D` | — |
| var | `RT World Center`Debug | `Vector2D` | — |
| var | `Height RT A`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Height RT B`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Position RT A`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Position RT B`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Velocity RT A`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Velocity RT B`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Scene Capture RT`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Normal RT`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Height Output RG8`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Landscape Height Copy RT`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Landscape in RT`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Erosion Height RT Data`Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Erosion Height Texture Saved`Debug | `Texture2D` | — |
| var | `Particle Position Seed MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Position MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Velocity MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Height Erosion MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Particle Preview MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Particle Render MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Erosion Weightmap Textures Saved`Debug | `Map<name, Texture2D>` | — |
| var | `Current Erosion Keyframe`Debug | `Landmass_Erosion_Keyframe` | — |
| var | `Compute Normals MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Water Levelling MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Water Levelling Seed MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Water Levelling Weightmap MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Slope Smoothing MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Add Noise MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Custom Material Erosion MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Unpack RG8 Height MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Make Erosion Relative RG8 Height MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Apply Erosion To Landscape MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Landscape Mesh Preview MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Copy RT MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Mask`Erosion Settings | `LandmassActor` | — |
| var | `Iterations Per Tick`Erosion Settings | `int` | — |
| var | `Is Simulation Done`Debug | `bool` | — |
| var | `Copy MID` | `MaterialInstanceDynamic` | — |
| var | `Particle Render Mat`Debug | `MaterialInterface` | — |
| var | `Component Res`Debug | `int` | — |
| var | `Particle Weightmap MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Weightmap RTs`Debug\|Render Targets | `Map<name, TextureRenderTarget2D>` | — |
| var | `Apply Weightmap MID`Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Content Browser RT`Export | `TextureRenderTarget2D` | — |
| var | `Copy/ Export Target`Export | `name` | — |
| var | `Erosion Heightmap Mask Material`Erosion Settings | `MaterialInterface` | — |
| var | `Erosion Weightmap Mask Material`Erosion Settings | `MaterialInterface` | — |
| fn | `Copy Target to CB RT`Export | `()` | — |
| fn | `Save Result as Relative Texture` | `()` | — |
| fn | `Erosion_AddNoise` | `()` | — |
| fn | `Erosion_WaterLevelling` | `()` | — |
| fn | `Erosion_SlopeSmoothing` | `()` | — |
| fn | `Single Iteration`Debug | `()` | — |
| fn | `Reset`Erosion Settings | `()` | — |
| fn | `Erosion_Particles` | `()` | — |
| fn | `Set Custom MID Params`Initialization | `(In MID: MaterialInstanceDynamic, In Floats: Map<name, float>, In Vectors: Map<name, LinearColor>, In Textures: Map<name, Texture2D>)` | — |
| fn | `Initialize Erosion Values`Initialization | `(Erosion Key: Landmass_Erosion_Keyframe)` | — |
| fn | `Initialize Simulation`Initialization | `()` | — |
| fn | `Pause`Erosion Settings | `()` | — |
| fn | `Simulate Erosion`Erosion Settings | `()` | — |
| fn | `Set MPC Values`Initialization | `()` | — |
| fn | `Initialize Brush`Initialization | `()` | Initializes only what is needed to combine the saved Erosion Texture Data, not the simulation data. |
| fn | `Initialize MIDs`Initialization | `()` | — |
| fn | `Initialize RTs`Initialization | `()` | — |
| fn | `Disable Preview`Debug | `()` | — |
| fn | `Show Preview`Debug | `()` | — |
| fn | `Spawn Instance Particle Meshes`Debug | `(ResolutionDivisor: int)` | — |
| fn | `Initialize Size `Initialization | `()` | — |
| fn | `Spawn Instance Landscape Meshes`Debug | `()` | — |
| fn | `Launch Erosion Timeline`Erosion 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_MaskObject**8 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Plane MID` | `MaterialInstanceDynamic` | — |
| var | `Edge Falloff`MaskSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`MaskSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Elevation Masking`MaskSettings | `LandmassBrush_ElevationMask_Settings` | — |
| fn | `Apply Mask MID Params` | `(MID: MaterialInstanceDynamic)` | — |
| fn | `Setup Preview Material` | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |

**LandmassBrush_MeshStamp**25 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Displacement`HeightmapSettings | `Texture2D` | — |
| var | `Custom Scalar Params`HeightmapSettings\|CustomParameters | `Map<name, float>` | — |
| var | `Custom Vector Params`HeightmapSettings\|CustomParameters | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`HeightmapSettings\|CustomParameters | `Map<name, Texture2D>` | — |
| var | `Weightmap Layers`WeightmapSettings | `Map<name, Landmass_WeightmapSettings>` | — |
| var | `Noise Passes`NoisePasses | `Landmass_NoisePass_HeightSettings[]` | — |
| var | `Add Noise MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Draw Weightmap MIDMap`Debug | `Map<name, MaterialInstanceDynamic>` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Nothing` | `Landmass_EmptyStruct` | If this variable isn't here, the order of cateogires gets jumbled. |
| var | `Mesh Depth Capture RT`Debug | `TextureRenderTarget2D` | — |
| var | `Cap Shape`HeightmapSettings | `bool` | — |
| var | `Cap Height`HeightmapSettings | `float` | — |
| var | `Cap Smoothness`HeightmapSettings | `float` | — |
| var | `Z Offset`HeightmapSettings | `float` | — |
| var | `Height Is Captured`Debug | `bool` | — |
| fn | `Capture` | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| fn | `Draw Brush` | `()` | — |
| fn | `Draw Noise Materials` | `()` | — |
| fn | `Set Material Params`Default | `(In MID: MaterialInstanceDynamic, IsHeightmap: bool)` | — |
| fn | `Setup Brush MIDs`Default | `()` | — |
| fn | `Assign RenderTargets` | `()` | — |

**LandmassBrush_ProceduralNoise**16 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Noise Settings`HeightmapSettings | `Landmass_NoiseSettings` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Weightmap Name`WeightmapSettings | `name` | — |
| var | `Opacity`WeightmapSettings | `float` | — |
| var | `Falloff Width`WeightmapSettings | `float` | — |
| var | `Edge Offset`WeightmapSettings | `float` | — |
| var | `Match Heightmap Noise`WeightmapSettings | `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 Settings`WeightmapSettings | `Landmass_NoisePass_WeightMapSettings` | — |
| var | `Heightmap Slope Mask`HeightmapSettings | `LandmassBrush_SlopeMask_Settings` | — |
| var | `Heightmap Elevation Mask`HeightmapSettings | `LandmassBrush_ElevationMask_Settings` | — |
| var | `Weightmap Slope Mask`WeightmapSettings | `LandmassBrush_SlopeMask_Settings` | — |
| var | `Weightmap Elevation Mask`WeightmapSettings | `LandmassBrush_ElevationMask_Settings` | — |
| fn | `Setup Material` | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |

**LandmassBrush_Terraces**9 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Plane MID` | `MaterialInstanceDynamic` | — |
| var | `Edge Falloff`MaskSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`MaskSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Elevation Masking`MaskSettings | `LandmassBrush_ElevationMask_Settings` | — |
| fn | `Apply Mask MID Params` | `(MID: MaterialInstanceDynamic)` | — |
| fn | `Setup Preview Material` | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| event | `Update Mask` | `()` | — |

**LandmassBrush_TextureStamp**25 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Displacement`HeightmapSettings | `Texture2D` | — |
| var | `Relative Depth`HeightmapSettings | `float` | — |
| var | `Texture Channel`HeightmapSettings\|DisplacementSettings | `Landmass_TextureColorChannels` | — |
| var | `Alphablend Behavior`HeightmapSettings\|DisplacementSettings | `Landmass_AlphaDisplaceModes` | — |
| var | `Height Reference Plane`HeightmapSettings\|DisplacementSettings | `float` | — |
| var | `Custom Scalar Params`HeightmapSettings\|CustomParameters | `Map<name, float>` | — |
| var | `Custom Vector Params`HeightmapSettings\|CustomParameters | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`HeightmapSettings\|CustomParameters | `Map<name, Texture2D>` | — |
| var | `Weightmap Layers`WeightmapSettings | `Map<name, Landmass_WeightmapSettings>` | — |
| var | `Noise Passes`NoisePasses | `Landmass_NoisePass_HeightSettings[]` | — |
| var | `Add Noise MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Draw Weightmap MIDMap`Debug | `Map<name, MaterialInstanceDynamic>` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Fixed Spline Sample Length`Spline | `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 / Name`Spline | `string` | — |
| fn | `Render Spline`Spline | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| fn | `Draw Brush` | `()` | — |
| fn | `Draw Noise Materials` | `()` | — |
| fn | `Set Material Params`Default | `(In MID: MaterialInstanceDynamic, IsHeightmap: bool)` | — |
| fn | `Setup Brush MIDs`Default | `()` | — |
| fn | `Assign RenderTargets` | `()` | — |

**LandmassBrush_TextureStamp_Scattered**26 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Displacement`HeightmapSettings | `Texture2D` | — |
| var | `Relative Depth`HeightmapSettings | `float` | — |
| var | `Texture Channel`HeightmapSettings\|DisplacementSettings | `Landmass_TextureColorChannels` | — |
| var | `Alphablend Behavior`HeightmapSettings\|DisplacementSettings | `Landmass_AlphaDisplaceModes` | — |
| var | `Height Reference Plane`HeightmapSettings\|DisplacementSettings | `float` | — |
| var | `Custom Scalar Params`HeightmapSettings\|CustomParameters | `Map<name, float>` | — |
| var | `Custom Vector Params`HeightmapSettings\|CustomParameters | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`HeightmapSettings\|CustomParameters | `Map<name, Texture2D>` | — |
| var | `Weightmap Layers`WeightmapSettings | `Map<name, Landmass_WeightmapSettings>` | — |
| var | `Noise Passes`NoisePasses | `Landmass_NoisePass_HeightSettings[]` | — |
| var | `Add Noise MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Draw Weightmap MIDMap`Debug | `Map<name, MaterialInstanceDynamic>` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Nothing` | `Landmass_EmptyStruct` | If this variable isn't here, the order of cateogires gets jumbled. |
| var | `Stamp Repeats`HeightmapSettings | `float` | — |
| var | `Random Offset`HeightmapSettings | `float` | — |
| var | `Random Seed`HeightmapSettings | `float` | — |
| var | `Opacity`HeightmapSettings | `float` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| fn | `Draw Brush` | `()` | — |
| fn | `Draw Noise Materials` | `()` | — |
| fn | `Set Material Params`Default | `(In MID: MaterialInstanceDynamic, IsHeightmap: bool)` | — |
| fn | `Setup Brush MIDs`Default | `()` | — |
| fn | `Assign RenderTargets` | `()` | — |

### BlueprintBrushes/Brushes/Advanced

**LandmassBrush_TextureStamp_BigIsland**27 members

extends `LandmassActor` · implements `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Displacement`HeightmapSettings | `Texture2D` | — |
| var | `Relative Depth`HeightmapSettings | `float` | — |
| var | `Texture Channel`HeightmapSettings\|DisplacementSettings | `Landmass_TextureColorChannels` | — |
| var | `Alphablend Behavior`HeightmapSettings\|DisplacementSettings | `Landmass_AlphaDisplaceModes` | — |
| var | `Height Reference Plane`HeightmapSettings\|DisplacementSettings | `float` | — |
| var | `Custom Scalar Params`HeightmapSettings\|CustomParameters | `Map<name, float>` | — |
| var | `Custom Vector Params`HeightmapSettings\|CustomParameters | `Map<name, LinearColor>` | — |
| var | `Custom Texture Params`HeightmapSettings\|CustomParameters | `Map<name, Texture2D>` | — |
| var | `Weightmap Layers`WeightmapSettings | `Map<name, Landmass_WeightmapSettings>` | — |
| var | `Noise Passes`NoisePasses | `Landmass_NoisePass_HeightSettings[]` | — |
| var | `Add Noise MID`Debug | `MaterialInstanceDynamic` | — |
| var | `Draw Weightmap MIDMap`Debug | `Map<name, MaterialInstanceDynamic>` | — |
| var | `Edge Falloff`HeightmapSettings | `Landmass_EdgeFalloffSettings` | — |
| var | `Edge Falloff Noise`HeightmapSettings | `Landmass_EdgeFalloffNoiseSettings` | — |
| var | `Nothing` | `Landmass_EmptyStruct` | If this variable isn't here, the order of cateogires gets jumbled. |
| var | `Enable Noise Passes`NoisePasses | `bool` | — |
| var | `Fixed Spline Sample Length`Spline | `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 / Name`Spline | `string` | — |
| fn | `RenderSpline`Spline | `()` | — |
| fn | `Landmass Editor`BrushSettings | `()` | — |
| fn | `RenderLayer`Default | `(InParameters: LandscapeBrushParameters)` | — |
| fn | `Draw Brush` | `()` | — |
| fn | `Draw Noise Materials` | `()` | — |
| fn | `Set Material Params`Default | `(In MID: MaterialInstanceDynamic, IsHeightmap: bool)` | — |
| fn | `Setup Brush MIDs`Default | `()` | — |
| fn | `Assign RenderTargets` | `()` | — |

### BlueprintBrushes/Helpers

**BP_MakeTextureStamp_FromStaticMesh**14 members

extends `Actor`

| 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_EditorInterface**2 members

extends `Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | `MoveDown` | `(Brush: Actor)` | — |
| fn | `MoveUp` | `(Brush: Actor)` | — |

**Landmass_Interface**6 members

extends `Interface`

| 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_Library**0 members

extends `LandmassActor`

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

**Landmass_FunctionLibrary**14 members

extends `BlueprintFunctionLibrary`

| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | `MaxV3`Default | `(A: Vector, B: Vector, __WorldContext: Object, out Min: Vector)` | — |
| fn | `MinV3`Default | `(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 V2`Default | `(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 Region`Default | `(Source RT: TextureRenderTarget2D, Destination RT: TextureRenderTarget2D, Brush Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object)` | — |
| fn | `World Extents to Canvas Coords`Default | `(World Extents: Vector4, Manager: LandmassBrushManager, __WorldContext: Object, out Screen Position: Vector2D, out Screen Size: Vector2D, out Coordinate Position: Vector2D, out Coordinate Size: Vector2D)` | — |
| fn | `MakeExtents`Default | `(Min: Vector2D, Max: Vector2D, __WorldContext: Object, out Extents: Vector4)` | — |
| fn | `BreakExtents`Default | `(Extents: Vector4, __WorldContext: Object, out Min: Vector2D, out Max: Vector2D)` | — |
| fn | `MaxV2`Default | `(A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D)` | — |
| fn | `MinV2`Default | `(A: Vector2D, B: Vector2D, __WorldContext: Object, out Min: Vector2D)` | — |

**LandscapeBrushLibrary**0 members

extends `Actor`

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

**WaterBrushCacheContainer**0 members

extends `Object`

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

### BlueprintBrushes/Previewing

**Landmass_PreviewLandscape**8 members

extends `Actor`

| 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 Meshes`Default | `(Brush Manager: LandmassBrushManager)` | — |

### BlueprintBrushes/Widgets

**EUW_Landmass_Editor**11 members

extends `EditorUtilityWidget` · implements `Landmass_EditorInterface`, `Landmass_Interface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | `Draw Triangle` | `()` | — |
| fn | `SetPreviewPlaneToBrush` | `()` | — |
| fn | `MyEUWFunction` | `()` | — |
| fn | `OnGenerateItemWidget` | `(Item: name) → Widget` | — |
| fn | `OnGenerateContentWidget` | `(Item: name) → Widget` | — |
| fn | `DrawingWidget_MouseDoubleClick`Default | `(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_EntryWidget**2 members

extends `UserWidget` · implements `UserObjectListEntry`, `Landmass_EditorInterface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `OnMouseEnter`Mouse | `(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 | `OnMouseLeave`Mouse | `(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_ListEntryData**2 members

extends `Object`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Index` | `int` | — |
| event | `Init` | `()` | — |

**LandmassViewport**0 members

extends `Viewport`

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

**LandmassViewport_Widget**8 members

extends `EditorUtilityWidget`

| Kind | Name | Signature | Description |
|---|---|---|---|
| fn | `OnMouseMove`Mouse | `(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 | `OnKeyDown`Input | `(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 | `OnKeyUp`Input | `(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 | `OnMouseButtonUp`Mouse | `(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 | `OnMouseButtonDown`Mouse | `(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 | `OnMouseWheel`Mouse | `(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 | `OnMouseLeave`Mouse | `(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_WidgetComponents**0 members

extends `Actor`

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

### ErosionBrush/BP/DataAsset

**ErosionBrush_DataSettings_Preset**0 members

extends `PrimaryDataAsset`

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

### ErosionBrush/BP/Widgets

**EUB_SpawnErosionTab**2 members

extends `EditorUtilityActor`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn Erosion Widget` | `(OwningBrush: LandmassBrush_Erosion)` | — |
| event | `Spawn Landmass Editor` | `(Manager: LandmassBrushManager, LandmassBrush: LandmassActor)` | — |

**EUW_ErosionKey**5 members

extends `EditorUtilityWidget`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Particle Erosion Settings`Erosion Keyframe | `Landmass_Particle_Erosion_Settings` | — |
| var | `Slope Smoothing Settings`Erosion Keyframe | `Landmass_SlopeSmoothing_Settings` | — |
| var | `Water Levelling Settings`Erosion Keyframe | `Landmass_WaterLevelling_Settings` | — |
| var | `Noise Injection Settings`Erosion Keyframe | `Landmass_Erosion_NoiseInjection` | — |
| var | `Custom Material Pass`Erosion Keyframe | `Landmass_Erosion_CustomMaterial` | — |

**EUW_Landscape_Erosion**8 members

extends `EditorUtilityWidget`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Simulating` | `bool` | — |
| fn | `OnKeyDown`Input | `(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 | `Destruct`User 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_LayerStack**145 members

extends `LandmassActor`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Terrain Seed Material`2) Generation | `MaterialInterface` | — |
| var | `Show Preview Mesh`2) Generation | `bool` | — |
| var | `Mesh Preview Material`2) Generation | `MaterialInterface` | — |
| var | `Tiling`2) Generation | `float` | Adjusts Tiling of the noise in the Seed Material. |
| var | `Seed`2) Generation | `float` | This changes the random noise seed. |
| var | `Elevation Scale`2) Generation | `float` | The noise will start with a range around 0-1 and this multiplier effectively sets your desired Max Elevation |
| var | `Elevation Pre- Offset`2) 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 Path`7) Debug | `string` | — |
| var | `Export File Name`7) Debug | `string` | — |
| var | `Stack Height Idx`7) Debug | `int` | Used internally to track ping ponging and number of iterations. |
| var | `Ticking Erosion`7) Debug | `bool` | Internal only. Transient. |
| var | `Cached Overall Resolution`7) Debug\|Cached Values | `Vector2D` | — |
| var | `Stored Instances`7) Debug\|Cached Values | `int` | — |
| var | `Cached Erosion Mode`7) Debug\|Cached Values | `ErosionMode` | — |
| var | `Cached Elevation Scale`7) Debug\|Cached Values | `float` | — |
| var | `Cached Elevation Pre- Offset`7) Debug\|Cached Values | `float` | — |
| var | `Cached Ramp`7) Debug\|Cached Values | `float` | — |
| var | `Cached Plateau`7) Debug\|Cached Values | `float` | — |
| var | `Cached Channel`7) Debug\|Cached Values | `float` | — |
| var | `Cached Seed`7) Debug\|Cached Values | `float` | — |
| var | `Cached Tiling`7) Debug\|Cached Values | `float` | — |
| var | `Cached Override Size`7) Debug\|Cached Values | `float` | — |
| var | `Render Target A`7) Debug\|Render Targets | `TextureRenderTarget2D` | Stores the height data. |
| var | `Render Target B`7) Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Noise Seed RT`7) Debug\|Render Targets | `TextureRenderTarget2D` | This stores a cached copy of the noise generation seed. |
| var | `Landscape Height RT`7) 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 RT`7) 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 Vel`7) Debug\|Render Targets | `TextureRenderTarget2D` | Used for Jump Flooding for Brushes and Velocity in fluid simulation. |
| var | `Jump Flood Target B Vel`7) Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Normal`7) 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 MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Compute Normal MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Normalize Height MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Seed Noise MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `------ Landscape Setup ------`3) Landscape | `ProcMeshData` | These settings control the basic behavior behind erosion. |
| var | `Landscape`3) 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 Size`3) Landscape | `SectionSizeOptions` | The number of quads in each section. Should match the settings from the referenced Landscape above, if any. |
| var | `Sections X`3) Landscape | `int` | Number of sections in the X direction. |
| var | `Sections Y`3) Landscape | `int` | Number of sections in the Y direction. |
| var | `Overall Resolution`3) Landscape | `Vector2D` | Overall resolution calculated based on Section size and Section Counts. This gives the option to match existing landscapes. |
| var | `Show Procedural Impact`3) Landscape | `bool` | When specifying a Landscape above, this flag allows all Landmass modifications to be Toggled. |
| var | `Show Water`1) 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 Brightness`1) 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 Iterations`4) 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 Mode`4) Erosion | `ErosionMode` | — |
| var | `Per Tick Iterations`4) Erosion | `int` | — |
| var | `Reset Every N Interations`4) 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 T`4) 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 Amount`4) Erosion | `float` | The amount of water height to add to each terrain vertex every iteration. |
| var | `Solubility`4) 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 | `Evaporation`4) 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 Water`4) Erosion | `float` | The amount of water to start with per cell. This amount is measured in depth, not volume. |
| var | `Water Is Level`4) 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 Erosion`4) 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 Slope`4) Erosion | `float` | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | `Smooth Slopes Greater Than`4) Erosion | `float` | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | `New Shape Type`5) Shape Drawing | `ShapeDrawingMode` | This lets you select between different types of drawable shapes. |
| var | `Starting Z Elevation`5) 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 Components`7) Debug | `bool` | Draws an optional white outline on component edges. |
| var | `Perf Test Mode`7) Debug | `bool` | — |
| var | `Size Per Quad`7) Debug | `float` | Calculated size per quad. |
| var | `Total Size`7) Debug | `Vector2D` | The total world size of the grid. This is the number of quads * the SizePerQuad. |
| var | `Ramp`2) Generation\|Test Features | `float` | — |
| var | `Plateau`2) Generation\|Test Features | `float` | — |
| var | `Channel`2) Generation\|Test Features | `float` | — |
| var | `Override Size`3) Landscape\|Overrides | `float` | If non-zero, this setting will determine the world size of the landscape. |
| var | `New Shape Road Mesh`5) Shape Drawing\|Road Setup | `StaticMesh` | — |
| var | `New Shape River Mesh`5) Shape Drawing\|River Setup | `StaticMesh` | — |
| var | `River Material`5) Shape Drawing\|River Setup | `MaterialInterface` | — |
| var | `Road Material`5) Shape Drawing\|Road Setup | `MaterialInterface` | — |
| var | `Layer Stack`6) Brush Layer Stack | `BP_LandmassBrush[]` | — |
| var | `Weightmaps`3) 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 Water`7) Debug\|Cached Values | `float` | — |
| var | `Scatter Particle MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Mesh Actor`7) 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 A`7) Debug\|Render Targets | `TextureRenderTarget2D` | Particle Positions for Scatter Particle simulation. |
| var | `Position B`7) Debug\|Render Targets | `TextureRenderTarget2D` | — |
| var | `Invert Noise`2) Generation | `bool` | Inverts the Noise using 1-x when it is in the 0-1 space, before elevation offset and scaling. |
| var | `Cached Invert`7) Debug\|Cached Values | `bool` | — |
| var | `Smooth Slopes Less Than`4) Erosion | `float` | When > 0, acts as a filter for smoothing neighboring Heightmap texels. |
| var | `Velocity Damping`4) 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 LSMID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Octaves`2) 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 | `Persistence`2) 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 Lip`2) Generation\|Test Features | `float` | — |
| var | `Cached Octaves`7) Debug\|Cached Values | `int` | — |
| var | `Cached Persistence`7) Debug\|Cached Values | `float` | — |
| var | `Forced LOD`3) 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 Effects`4) 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 Iterations`7) Debug | `int` | When above 0, limits iterations. Useful for comparison various settings with the same number of iterations. |
| var | `Combine Landscape Noise Water MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Total Z Range Kilometers`3) 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 Scale`3) 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 Km`7) Debug\|Cached Values | `float` | — |
| var | `Raw Z Scale`7) Debug | `float` | This is the raw Z scale applied to the height data. |
| var | `Debug Draw MID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Weightmap Name`5) 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 Position`7) Debug\|Cached Values | `Vector` | — |
| var | `Force Power Of 2`3) 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 To`7) Debug | `TextureRenderTarget2D` | — |
| var | `Normalize Max Z`7) Debug | `float` | — |
| var | `Prep Weightmapfor LSMID`7) Debug\|MIDs | `MaterialInstanceDynamic` | — |
| var | `Always Tick For Perf Test`1) 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 RT`7) 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 Landscape`3) Landscape | `()` | — |
| fn | `Draw Height to CB RT Asset`7) Debug | `()` | — |
| fn | `InvalidateBrushCache` | `()` | — |
| fn | `2) Copy Landscape Range`3) Landscape | `()` | — |
| fn | `Export Normal File`7) Debug | `()` | — |
| fn | `Update Brushes And Normals`2) Generation | `()` | — |
| fn | `Render Seed`2) Generation | `()` | — |
| fn | `SpawnScatterMesh`7) Debug | `()` | — |
| fn | `Config Res` | `()` | — |
| fn | `Update `6) Brush Layer Stack | `()` | — |
| fn | `Export Heightmap File`7) Debug | `()` | — |
| fn | `Spawn Instance Meshes`6) MeshUtils | `()` | — |
| fn | `Set MPC Params` | `()` | — |
| fn | `Perform Iterations`4) Erosion | `()` | — |
| fn | `Update`4) Erosion | `()` | — |
| fn | `GetSize`3) Landscape | `()` | — |
| fn | `1) Read Landscape Height`3) Landscape | `()` | — |
| fn | `Reset`1) Real Time Simulation | `()` | Resets the terrain by clearing, rendering seed material and then re-rendering the layer stack. |
| fn | `2) Complete Shape`5) Shape Drawing | `()` | — |
| fn | `1) Create Shape`5) Shape Drawing | `()` | — |
| fn | `CaptureSplineDepth` | `(out Primitive: SplineMeshComponent[])` | — |
| fn | `CaptureMeshDepth` | `(Primitive: PrimitiveComponent)` | — |
| fn | `UpdateNormalAndPreviewRTAssignments` | `(VelocityRT: TextureRenderTarget2D)` | — |
| fn | `UpdateBrushes` | `()` | — |
| fn | `Update Height`2) Generation | `()` | — |
| fn | `Set MID Params` | `()` | — |
| fn | `Stop Tick`1) Real Time Simulation | `()` | — |
| fn | `Start Tick`1) Real Time Simulation | `()` | — |
| fn | `3) Export Height to Landscape`3) Landscape | `()` | — |
| fn | `Write Landscape Weightmap`3) Landscape | `()` | — |
| fn | `Create MIDs` | `()` | — |
| fn | `Create Render Targets` | `()` | — |
| event | `Rebind Preview Mesh RT` | `()` | — |
| event | `Export Height` | `()` | — |
| event | `Cache Normal` | `()` | — |
| event | `CustomTick`Tick | `(DeltaSeconds: float)` | — |
| event | `Print Path` | `()` | — |

**BP_MeshGrids**5 members

extends `Actor`

| 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_ScreenOverlay**5 members

extends `Actor`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Scale` | `float` | — |
| var | `Opacity` | `float` | — |
| var | `Material` | `MaterialInterface` | — |
| var | `Note` | `string` | — |
| var | `Enable` | `bool` | — |

### OldPrototype_BP/Brushes

**BP_LSBrush_Noise**0 members

extends `BP_LandmassBrush`

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

**BP_LandmassBrush**82 members

extends `LandmassActor`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `LS BP`5) Debug | `BP_Landmass_LayerStack` | — |
| var | `Terrace Alpha`2) Effects\|Terracing | `float` | — |
| var | `Terrace Z Spacing`2) Effects\|Terracing | `float` | — |
| var | `Terrace Smoothness`2) Effects\|Terracing | `float` | — |
| var | `Terrace Mask Length`2) Effects\|Terracing | `float` | — |
| var | `Displacement Mask Width`2) Effects\|Displacement\|Edge Masking | `float` | — |
| var | `Displacement Mask Offset`2) Effects\|Displacement\|Edge Masking | `float` | — |
| var | `Displacement Mask Power`2) Effects\|Displacement\|Edge Masking | `float` | — |
| var | `------ Input Settings ------`1) Brush Settings | `ProcMeshData` | — |
| var | `Brush Type`1) Brush Settings | `BrushTypes` | This allows you to choose between a few basic types of Brushes. |
| var | `Blend Mode`1) Brush Settings | `BrushBlendType` | Blend modes define rules for how brushes composite on top of eachother. |
| var | `Falloff Width`1) 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 Angle`1) 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 Offset`1) 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 Depth`1) 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 Shape`1) 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 MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Distance Field Render MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Shape MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Tick`5) Debug | `bool` | — |
| var | `Curl 1 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 2 Strength`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 1 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `Curl 2 Tiling`2) Effects\|Curl Noise | `float` | — |
| var | `Default Material`1) 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 Mat`1) Brush Settings\|Material | `MaterialInterface` | The Brush Type must be set to Custom Material for this to be used. |
| var | `Use Override Mat`1) 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 Radius`1) 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 Offset`1) 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 Mesh`1) Brush Settings\|Single Mesh Setup | `StaticMesh` | — |
| var | `Affect Heightmap`4) Layer Targets | `bool` | — |
| var | `Rendered Curve Texture`5) Debug | `bool` | — |
| var | `Use Elevation Curve`2) Effects\|Curves | `bool` | Elevation curve remaps the elevation profile using the curve. |
| var | `Note:`2) Effects\|Curves | `string` | — |
| var | `Elevation Remap Curve`2) 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 RT`2) 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 Radius`2) Effects\|Smooth Blending | `float` | — |
| var | `Outer Blend Radius`2) Effects\|Smooth Blending | `float` | — |
| var | `Displacement Height`2) Effects\|Displacement | `float` | — |
| var | `Displacement Tiling`2) Effects\|Displacement | `float` | — |
| var | `Displacement Texture`2) Effects\|Displacement | `Texture2D` | — |
| var | `Midpoint`2) Effects\|Displacement | `float` | — |
| var | `Spline Mesh`1) Brush Settings\|Spline Setup | `StaticMesh` | — |
| var | `Spline Material`1) Brush Settings\|Spline Setup | `MaterialInterface` | — |
| var | `Spline Mesh Scale`1) Brush Settings\|Spline Setup | `Vector` | — |
| var | `Show Splines`1) Brush Settings\|Spline Setup | `bool` | — |
| var | `Flatten Mesh`1) Brush Settings\|Spline Setup | `StaticMesh` | — |
| var | `Show Flatten Mesh`1) Brush Settings\|Spline Setup | `bool` | — |
| var | `Weightmap Target Settings`4) Layer Targets | `BrushWM[]` | — |
| var | `Cached Distance`5) Debug | `TextureRenderTarget2D` | — |
| var | `Distance Is Cached`5) Debug | `bool` | — |
| var | `Blur Distance Field`1) Brush Settings\|Advanced | `bool` | Help fix edge artifacts in hand drawn shapes and splines. |
| var | `Curve Bottom Offset`2) 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 Length`2) Effects\|Curves | `float` | The length from the Bottom of the bottom of the curve to the top. |
| var | `Custom Scalar Params`1) Brush Settings\|Material | `Map<name, float>` | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | `Custom Vector Params`1) Brush Settings\|Material | `Map<name, LinearColor>` | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | `Custom Texture Params`1) Brush Settings\|Material | `Map<name, Texture2D>` | Allows adding custom material params to the default material, or interacting with custom override materials. |
| var | `Flatten Z`1) Brush Settings\|Single Mesh Setup | `bool` | — |
| var | `Terrace Start Offset`2) Effects\|Terracing | `float` | — |
| var | `Blur Filter Scale`1) 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 Alpha`5) Debug | `TextureRenderTarget2D` | — |
| var | `Height Alpha MID`5) Debug | `MaterialInstanceDynamic` | — |
| var | `Selected`5) Debug | `bool` | — |
| var | `Channel`2) Effects\|Displacement | `LinearColor` | — |
| fn | `Cache`1) Brush Settings | `()` | — |
| fn | `RenderBrushToStack` | `()` | — |
| fn | `RenderDistanceField` | `()` | — |
| fn | `Update`2) Effects | `()` | — |
| fn | `JumpFlood Single Step`5) Debug | `()` | — |
| fn | `Update Landscape`1) Brush Settings | `()` | — |
| fn | `Debug Detect Edges`5) Debug | `()` | — |
| fn | `Refresh`4) Layer Targets | `()` | — |
| fn | `4) Move to Bottom`3) Layer Ordering | `()` | — |
| fn | `3) Move to Top`3) Layer Ordering | `()` | — |
| fn | `2) Move Down`3) Layer Ordering | `()` | — |
| fn | `1) Move Up`3) Layer Ordering | `()` | — |
| fn | `Update Curves`2) Effects | `()` | — |
| fn | `Center Actor on Spline Points` | `()` | — |
| fn | `Constructor` | `()` | — |
| fn | `Draw Brush` | `()` | — |
| event | `Canvas Draw` | `()` | — |
| event | `ActorSelectionChanged`Selection | `(bSelected: bool)` | — |

### OldPrototype_BP/Components

**ChildProcMesh**6 members

extends `Actor`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `LS BP` | `BP_Landmass_LayerStack` | — |
| var | `Custom Verts X`Custom | `int` | — |
| var | `Custom Verts Y`Custom | `int` | — |
| var | `Custom Quad Size`Custom | `float` | — |
| fn | `Make Custom Scatter Mesh`Custom | `()` | — |
| fn | `Make Scatter Mesh` | `(LS BP: BP_Landmass_LayerStack)` | — |

**ErosionComponent**26 members

extends `EditorUtilityActorComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Velocity Advection Erosion`Advanced Effects | `float` | — |
| var | `Erosion Data`Render Targets | `ErosionInterface` | — |
| var | `Velocity Acceleration MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Advect Velocity MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Advect Height MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Normal Advection Erosion`Advanced Effects | `float` | — |
| var | `Slope Smooth Threshold`Advanced Effects | `float` | — |
| var | `Velocity Idx`Debug | `int` | — |
| var | `Position Idx`Debug | `int` | — |
| var | `Scatter Particle Preview MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Particle Render MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Velocity MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Position MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Particle Position Seed MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Divergence Height Update MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Scatter Height Erosion MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Weightmap Effects MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Water Level MID`MIDs | `MaterialInstanceDynamic` | — |
| var | `Iteration Idx`Debug | `int` | — |
| var | `Shallow Water Advect Height Mat`Overrides | `MaterialInterface` | — |
| var | `Shallow Water Advect Velocity Mat`Overrides | `MaterialInterface` | — |
| fn | `RenderWeightmapEffects` | `()` | — |
| fn | `Constructor` | `(ErosionData: ErosionInterface)` | — |
| event | `Erosion Tick` | `()` | — |
| event | `Erosion Button Press` | `()` | — |
| event | `Seed Particle Positions` | `()` | — |
