Member | Type | Offset | Share |
---|---|---|---|
SplineComponent | ULandscapeSplinesComponent* | 0x220 | |
LandscapeGuid
Guid for LandscapeEditorInfo |
FGuid | 0x228 | |
LandscapeSectionOffset
Offset in quads from global components grid origin (in quads) |
FIntPoint | 0x238 | |
MaxLODLevel
Max LOD level to use when rendering, -1 means the max available |
int32_t | 0x240 | |
LODDistanceFactor | float | 0x244 | |
LODFalloff | ELandscapeLODFalloff | 0x248 | |
ComponentScreenSizeToUseSubSections
Component screen size (0.0 - 1.0) at which we should keep sub sections. |
float | 0x24c | |
LOD0ScreenSize
This is the starting screen size used to calculate the distribution, by default it's 1, but you can increase the value if you want less LOD0 component, and you use very large landscape component. |
float | 0x250 | |
LOD0DistributionSetting
The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen. |
float | 0x254 | |
LODDistributionSetting
The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space. |
float | 0x258 | |
TessellationComponentScreenSize | float | 0x25c | |
UseTessellationComponentScreenSizeFalloff | bool | 0x260 | |
TessellationComponentScreenSizeFalloff | float | 0x264 | |
OccluderGeometryLOD
Landscape LOD to use as an occluder geometry for software occlusion |
int32_t | 0x268 | |
StaticLightingLOD
LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing) |
int32_t | 0x26c | |
DefaultPhysMaterial
Default physical material, used when no per-layer values physical materials |
UPhysicalMaterial* | 0x270 | |
StreamingDistanceMultiplier
Allows artists to adjust the distance where textures using UV 0 are streamed in/out. |
float | 0x278 | |
LandscapeMaterial
Combined material used to render the landscape |
UMaterialInterface* | 0x280 | |
LandscapeHoleMaterial
Material used to render landscape components with holes. |
UMaterialInterface* | 0x2a8 | |
LandscapeMaterialsOverride | TArray<FLandscapeProxyMaterialOverride> | 0x2b0 | |
bMeshHoles
Use unique geometry instead of material alpha tests for holes on mobile platforms. |
bool | 0x2c0 | |
MeshHolesMaxLod
Maximum geometry LOD at which to render unique hole meshes. |
char | 0x2c1 | |
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw this landscape. |
TArray<URuntimeVirtualTexture*> | 0x2c8 | |
VirtualTextureNumLods
Number of mesh levels to use when rendering landscape into runtime virtual texture. |
int32_t | 0x2d8 | |
VirtualTextureLodBias
Bias to the LOD selected for rendering to runtime virtual textures. |
int32_t | 0x2dc | |
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture. |
ERuntimeVirtualTextureMainPassType | 0x2e0 | |
NegativeZBoundsExtension
Allows overriding the landscape bounds. |
float | 0x2e4 | |
PositiveZBoundsExtension
Allows overriding the landscape bounds. |
float | 0x2e8 | |
LandscapeComponents
The array of LandscapeComponent that are used by the landscape |
TArray<ULandscapeComponent*> | 0x2f0 | |
CollisionComponents
Array of LandscapeHeightfieldCollisionComponent |
TArray<ULandscapeHeightfieldCollisionComponent*> | 0x300 | |
FoliageComponents | TArray<UHierarchicalInstancedStaticMeshComponent*> | 0x310 | |
bHasLandscapeGrass
Only used outside of the editor (e.g. in cooked builds) Disables landscape grass processing entirely if no landscape components have landscape grass configured |
bool | 0x384 | |
StaticLightingResolution
The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams |
float | 0x388 | |
bCastStaticShadow : 1 | char | 0x38c | |
bCastShadowAsTwoSided : 1 | char | 0x38c | |
bCastFarShadow : 1 | char | 0x38c | |
bAffectDistanceFieldLighting : 1 | char | 0x390 | |
LightingChannels
Channels that this Landscape should be in. |
FLightingChannels | 0x391 | |
bUseMaterialPositionOffsetInStaticLighting : 1 | char | 0x394 | |
bRenderCustomDepth : 1 | char | 0x394 | |
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
int32_t | 0x398 | |
LDMaxDrawDistance
Max draw distance exposed to LDs. |
float | 0x39c | |
LightmassSettings
The Lightmass settings for this object. |
FLightmassPrimitiveSettings | 0x3a0 | |
CollisionMipLevel
Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate. |
int32_t | 0x3b8 | |
SimpleCollisionMipLevel
If set higher than the "Collision Mip Level", this specifies the Landscape LOD to use for "simple collision" tests, otherwise the "Collision Mip Level" is used for both simple and complex collision. |
int32_t | 0x3bc | |
CollisionThickness
Thickness of the collision surface, in unreal units |
float | 0x3c0 | |
BodyInstance
Collision profile settings for this landscape |
FBodyInstance | 0x3c8 | |
bGenerateOverlapEvents : 1 | char | 0x4f8 | |
bBakeMaterialPositionOffsetIntoCollision : 1 | char | 0x4f8 | |
ComponentSizeQuads
Data set at creation time |
int32_t | 0x4fc | |
SubsectionSizeQuads | int32_t | 0x500 | |
NumSubsections | int32_t | 0x504 | |
bUsedForNavigation : 1 | char | 0x508 | |
bFillCollisionUnderLandscapeForNavmesh : 1 | char | 0x508 | |
bUseDynamicMaterialInstance
When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime |
bool | 0x50c | |
NavigationGeometryGatheringMode | ENavDataGatheringMode | 0x50d | |
bUseLandscapeForCullingInvisibleHLODVertices
Flag whether or not this Landscape's surface can be used for culling hidden triangles |
bool | 0x50e | |
bHasLayersContent
Flag that tell if we have some layers content |
bool | 0x50f | |
WeightmapUsageMap
Map of weightmap usage |
TMap<UTexture2D*, ULandscapeWeightmapUsage*> | 0x510 |