Module |
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Header |
/Engine/Source/Runtime/Landscape/Classes/LandscapeGrassType.h |
Include |
#include "LandscapeGrassType.h" |
struct FGrassVariety
Name | Description | ||
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AlignToSurface |
Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false) |
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bCastDynamicShadow |
Whether the grass should cast shadows when using non-precomputed shadowing. |
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bKeepInstanceBufferCPUCopy |
Whether we should keep a cpu copy of the instance buffer. |
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bReceivesDecals |
Whether the grass instances should receive decals. |
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bUseGrid |
If true, use a jittered grid sequence for placement, otherwise use a halton sequence. |
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bUseLandscapeLightmap |
Whether to use the landscape's lightmap when rendering the grass. |
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EndCullDistance |
The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node. |
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GrassDensity |
Instances per 10 square meters. |
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UStaticMesh ... |
GrassMesh |
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LightingChannels |
Lighting channels that the grass will be assigned. |
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MinLOD |
Specifies the smallest LOD that will be used for this component. |
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float |
PlacementJitter |
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RandomRotation |
Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false) |
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ScaleX |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's X Scale property |
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ScaleY |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Y Scale property |
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ScaleZ |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Z Scale property |
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Scaling |
Specifies grass instance scaling type |
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StartCullDistance |
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. |
Name | Description | |
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FGrassVariety() |