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Brass Orrery

Orrery Terrain · OrreryTerrain module · struct

FOrreryTerrainLayerGrass

One grass entry of a paint layer: which ULandscapeGrassType grows where.

Declaration

USTRUCT(BlueprintType)
struct FOrreryTerrainLayerGrass
Blueprint Make and Break Orrery Terrain Layer Grass
The graph as text
  1. Break Orrery Terrain Layer Grass (structure)
    • In Orrery Terrain Layer Grass (OrreryTerrainLayerGrass): not connected
    • Out Grass Type (LandscapeGrassType soft object): not connected
    • Out Density Scale (Float): not connected
    • Out Slope Range Deg (Vector2D): not connected
    • Out Slope Fade Deg (Float): not connected
    • Out Altitude Range M (Vector2D): not connected
    • Out Altitude Fade M (Float): not connected
    • Out Ground Class Mask (Integer): not connected
    • Out Keep Clear Margin M (Float): not connected
    • Out On Plates (Boolean): not connected
Header
#include "OrreryTerrainLayerSet.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Blueprint
“Orrery Terrain Layer Grass”, a Blueprint type

Description

A layer may have several. The entry's density weight is the layer's effective weight at the point (painted weight plus the material's auto rules); the fields here narrow where and how thickly it grows. Tier 3 data; the grass system turns each variety of the type into an FScatterVariety.

Note.

Game thread. GrassType is soft: a dedicated server, or a client that does not render, never loads its meshes.

Properties

NameTypeDefaultMeaning
GrassTypeBlueprintReadOnlyTSoftObjectPtr<ULandscapeGrassType>—

The grass type whose varieties grow on this layer.

Loaded asynchronously on clients that render.

DensityScaleBlueprintReadOnlyfloat1.f

Multiplies every variety's density (FGrassVariety::GetDensity(), in the unit kGrassDensityToPer100m2 converts).

0 turns the entry off.

SlopeRange_degBlueprintReadOnlyFVector2DFVector2D(0.0, 90.0)

Surface slope range in which the grass grows, degrees from horizontal: x = lowest, y = highest.

SlopeFade_degBlueprintReadOnlyfloat3.f

Width of the smooth fade outside the slope range, degrees.

AltitudeRange_mBlueprintReadOnlyFVector2DFVector2D(-1000000.0, 1000000.0)

World altitude range in which the grass grows, metres: x = lowest, y = highest.

AltitudeFade_mBlueprintReadOnlyfloat5.f

Width of the smooth fade outside the altitude range, metres.

GroundClassMaskBlueprintReadOnlyint32-1

Ground classes the grass grows on: bit c is class c for c below 31; bit 31 stands for classes 31 and above.

Default: every class.

KeepClearMargin_mBlueprintReadOnlyfloat1.f

Grass stays this far away from a formation footprint or an opening, metres (the rail's shoulder).

bOnPlatesBlueprintReadOnlyboolfalse

Grass also grows inside plate footprints.

Off: plates are cleared.

Blueprint