float |
AlphaBrushPanU |
Horizontally offsets the brush mask texture. |
float |
AlphaBrushPanV |
Vertically offsets the brush mask texture. |
float |
AlphaBrushRotation |
Rotates the brush mask texture. |
float |
AlphaBrushScale |
Scale of the brush texture. A scale of 1.000 maps the brush texture to the landscape at a 1 pixel = 1 vertex size. |
TObjectPtr< UTe... |
AlphaTexture |
Mask texture to use. |
ELandscapeTextu... |
AlphaTextureChannel |
Channel of Mask Texture to use. |
TArray< uint8 > |
AlphaTextureData |
|
int32 |
AlphaTextureSizeX |
|
int32 |
AlphaTextureSizeY |
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bool |
bAlphaBrushAutoRotate |
Rotate brush to follow mouse. |
bool |
bApplyToAllTargets |
If set, copies/pastes all layers, otherwise only copy/pastes the layer selected in the targets panel. |
bool |
bBrushComponentIncludeBorder |
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bool |
bCanHaveLayersContent |
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bool |
bCombinedLayersOperation |
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bool |
bDetailSmooth |
If checked, performs a detail preserving smooth using the specified detail smoothing value. |
bool |
bExportEditLayer |
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bool |
bExportSingleFile |
|
bool |
bFlattenEyeDropperModeActivated |
Whether the Eye Dropper mode is activated. |
bool |
bFlipYAxis |
|
bool |
bHeightmapSelected |
|
bool |
bHErosionDetailSmooth |
If checked, performs a detail-preserving smooth to the erosion effect using the specified detail smoothing value. |
TSubclassOf< AL... |
BlueprintBrush |
|
bool |
bPickValuePerApply |
Constantly picks new values to flatten towards when dragging around, instead of only using the first clicked point. |
int32 |
BrushComponentSize |
Number of components X/Y to affect at once. 1 means 1x1, 2 means 2x2, etc. |
float |
BrushFalloff |
The falloff at the edge of the sculpt brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. |
float |
BrushRadius |
The radius of the sculpt brush, in unreal units. |
bool |
bShowFlattenTargetPreview |
Whether to show the preview grid for the flatten target height. |
bool |
bSmoothGizmoBrush |
Smooths the edges of the gizmo data into the landscape. Without this, the edges of the pasted data will be sharp. |
bool |
bUseClayBrush |
Selects the Clay Brush painting mode. |
bool |
bUseFlattenTarget |
Enable to flatten towards a target height. |
bool |
bUseNegativeMask |
If enabled, protects the selected region from changes If disabled, only allows changes in the selected region |
bool |
bUseSelectedRegion |
Uses selected region as a mask for other tools. |
bool |
bUseSlopeFlatten |
Flattens to the angle of the clicked point, instead of horizontal. |
bool |
bUseWeightTargetValue |
Enable to make tools blend towards a target value. |
bool |
bUseWorldSpacePatternBrush |
|
int32 |
CurrentLayerIndex |
|
float |
DetailScale |
Larger detail smoothing values remove more details, while smaller values preserve more details. |
int32 |
ErodeIterationNum |
Number of erosion iterations, more means more erosion but is slower. |
int32 |
ErodeSurfaceThickness |
The thickness of the surface for the layer weight erosion effect. |
int32 |
ErodeThresh |
The minimum height difference necessary for the erosion effects to be applied. Smaller values will result in more erosion being applied. |
ELandscapeToolE... |
ErosionNoiseMode |
Whether to erode by lowering, raising, or both. |
float |
ErosionNoiseScale |
The size of the perlin noise filter used. |
float |
FlattenEyeDropperModeDesiredTarget |
|
ELandscapeToolF... |
FlattenMode |
Whether to flatten by lowering, raising, both or terracing. |
float |
FlattenTarget |
Target height to flatten towards (in Unreal Units) |
FString |
GizmoHeightmapFilenameString |
|
TArray< FGizmoH... |
GizmoHistories |
|
TArray< FGizmoI... |
GizmoImportLayers |
|
FIntPoint |
GizmoImportSize |
|
FString |
HeightmapExportFilename |
|
FLandscapeImpor... |
HeightmapImportDescriptor |
|
int32 |
HeightmapImportDescriptorIndex |
|
int32 |
HErodeIterationNum |
Number of erosion iterations, more means more erosion but is slower. |
float |
HErosionDetailScale |
Larger detail smoothing values remove more details, while smaller values preserve more details. |
ELandscapeImpor... |
ImportExportMode |
|
ELandscapeImpor... |
ImportLandscape_AlphamapType |
Whether the imported alpha maps are to be interpreted as "layered" or "additive" (UE uses additive internally) |
FIntPoint |
ImportLandscape_GizmoLocalPosition |
|
uint32 |
ImportLandscape_Height |
|
FText |
ImportLandscape_HeightmapErrorMessage |
|
FString |
ImportLandscape_HeightmapFilename |
Specify a height map file in 16-bit RAW or PNG format. |
ELandscapeImpor... |
ImportLandscape_HeightmapImportResult |
|
TArray< FLandsc... |
ImportLandscape_Layers |
The landscape layers that will be created. Only layer names referenced in the material assigned above are shown here. Modify the material to add more layers. |
uint32 |
ImportLandscape_Width |
|
ELandscapeImpor... |
ImportType |
|
FString |
LastImportPath |
New Landscape. |
float |
MaximumValueRadius |
I have no idea what this is for but it's used by the noise and erosion tools, and isn't exposed to the UI. |
ELandscapeMirro... |
MirrorOp |
Type of mirroring operation to perform e.g. "Minus X To Plus X" copies and flips the -X half of the landscape onto the +X half. |
FVector2D |
MirrorPoint |
Location of the mirror plane, defaults to the center of the landscape. Doesn't normally need to be changed! |
int32 |
MirrorSmoothingWidth |
Number of vertices either side of the mirror plane to smooth over. |
FIntPoint |
NewLandscape_ComponentCount |
The number of components in the X and Y direction, determining the overall size of the landscape. |
FVector |
NewLandscape_Location |
The location of the new landscape. |
TWeakObjectPtr<... |
NewLandscape_Material |
Material initially applied to the landscape. Setting a material here exposes properties for setting up layer info based on the landscape blend nodes in the material. |
int32 |
NewLandscape_QuadsPerSection |
The number of quads in a single landscape section. One section is the unit of LOD transition for landscape rendering. |
FRotator |
NewLandscape_Rotation |
The rotation of the new landscape. |
FVector |
NewLandscape_Scale |
The scale of the new landscape. This is the distance between each vertex on the landscape, defaulting to 100 units. |
int32 |
NewLandscape_SectionsPerComponent |
The number of sections in a single landscape component. This along with the section size determines the size of each landscape component. A component is the base unit of rendering and culling. |
ELandscapeToolN... |
NoiseMode |
Whether to apply noise that raises, lowers, or both. |
float |
NoiseScale |
The size of the perlin noise filter used. |
float |
PaintBrushFalloff |
The falloff at the edge of the point brush, as a fraction of the brush's size. 0 = no falloff, 1 = all falloff. |
float |
PaintBrushRadius |
The radius of the paint brush, in unreal units. |
ELandscapeLayer... |
PaintingRestriction |
Limits painting to only the components that already have the selected layer. |
float |
PaintToolStrength |
Strength of the Paint tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. |
FEdModeLandscap... |
ParentMode |
|
ELandscapeToolP... |
PasteMode |
Whether to paste will only raise, only lower, or both. |
int32 |
RainAmount |
The amount of rain to apply to the surface. Larger values will result in more erosion. |
ELandscapeToolH... |
RainDistMode |
Initial Rain Distribution. |
float |
RainDistScale |
The size of the noise filter for applying initial rain to the surface. |
float |
RampSideFalloff |
Falloff on side of ramp. |
float |
RampWidth |
Width of ramp. |
FIntPoint |
ResizeLandscape_ComponentCount |
Number of components in resulting landscape. |
ELandscapeConve... |
ResizeLandscape_ConvertMode |
Determines how the new component size will be applied to the existing landscape geometry. |
FIntPoint |
ResizeLandscape_Original_ComponentCount |
|
int32 |
ResizeLandscape_Original_QuadsPerSection |
|
int32 |
ResizeLandscape_Original_SectionsPerComponent |
|
int32 |
ResizeLandscape_QuadsPerSection |
Number of quads per landscape component section. |
int32 |
ResizeLandscape_SectionsPerComponent |
Number of sections per landscape component. |
float |
SedimentCapacity |
The amount of sediment that the water can carry. Larger values will result in more erosion. |
bool |
ShowUnusedLayers |
|
int32 |
SmoothFilterKernelSize |
The radius smoothing is performed over Higher values smooth out bigger details, lower values only smooth out smaller details |
ELandscapeGizmo... |
SnapMode |
|
ELandscapeLayer... |
TargetDisplayOrder |
Display order of the targets. |
float |
TerraceInterval |
Height of the terrace intervals in unreal units, for the terrace flatten mode. |
float |
TerraceSmooth |
Smoothing value for terrace flatten mode. |
float |
ToolStrength |
Strength of the Sculpt tool. If you're using a pen/tablet with pressure-sensing, the pressure used affects the strength of the tool. |
float |
WeightTargetValue |
Enable to make tools blend towards a target value. |
uint32 |
WorldPartitionGridSize |
|
uint32 |
WorldPartitionRegionSize |
|
FLandscapePatte... |
WorldSpacePatternBrushSettings |
|