Orrery Terrain · OrreryTerrainCore module · struct
Native::
FScatterLayerRules
ExperimentalThe auto rules of a terrain's material: the one source of where layers show.
Declaration
struct FScatterLayerRules- Header
#include "Native/TerrainScatter.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainCore");in your module’s Build.cs.- Stability
- Experimental: supported, may change in a minor version, with a changelog line.
- Thread
- Tier 1: plain C++, no allocation, deterministic in canonical order (ascending candidate index), any thread. (the header’s rule)
Description
The material and this kernel evaluate the same formula (EffectiveLayerWeights); Orrery.Terrain.Scatter.Weights.EffectiveParity holds them together. NumRules = 0: layer 0 keeps all of the unpainted weight.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
Noise | float | {38.f, | AutoNoise.xy: the lattice cell of noise fields 0 and 1, metres. |
Altitude | float | 0.f | AutoNoise.z, metres, added to world Z before the altitude bands. |
Noise | double | 0.0 | World XY where the material's terrain-space position P is (0,0), cm. P = TexCoord 0 × the post size, and the near vertex factory's TexCoord 0 is the post position from post (0,0) of tile (0,0) (local post + tile × 127), so this is the terrain grid's origin: the shell fills it with FTerrainConfig::Grid.Origin × 100, which equals |
Noise | double | 0.0 | — |
Rock | float | 0.f | MF_TerrainLayers' RockMask input, 0..1: a share of W0 drawn as layer 2. |
Num | int32_ | 0 | Rules in use, at most kScatterMaxAutoRules; later rules lie on top. |
Rules | FScatter | — | — |