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Classes

ALandscapeProxy

AActor > UObject

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