Member | Type | Offset | Share |
---|---|---|---|
UpdateGuid
A GUID that is updated every time the foliage type is modified, so foliage placed in the level can detect the FoliageType has changed. |
FGuid | 0x28 | |
Density
Foliage instances will be placed at this density, specified in instances per 1000x1000 unit area |
float | 0x38 | |
DensityAdjustmentFactor
The factor by which to adjust the density of instances. |
float | 0x3c | |
Radius
The minimum distance between foliage instances |
float | 0x40 | |
bSingleInstanceModeOverrideRadius
Option to override radius used to detect collision with other instances when painting in single instance mode |
bool | 0x44 | |
SingleInstanceModeRadius
The radius used in single instance mode to detect collision with other instances |
float | 0x48 | |
Scaling
Specifies foliage instance scaling behavior when painting. |
EFoliageScaling | 0x4c | |
ScaleX
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's X Scale property |
FFloatInterval | 0x50 | |
ScaleY
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Y Scale property |
FFloatInterval | 0x58 | |
ScaleZ
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Z Scale property |
FFloatInterval | 0x60 | |
VertexColorMaskByChannel[0x4] | FFoliageVertexColorChannelMask | 0x68 | |
VertexColorMask | FoliageVertexColorMask | 0x98 | |
VertexColorMaskThreshold | float | 0x9c | |
VertexColorMaskInvert : 1 | char | 0xa0 | |
ZOffset
Specifies a range from minimum to maximum of the offset to apply to a foliage instance's Z location |
FFloatInterval | 0xa4 | |
AlignToNormal : 1 | char | 0xac | |
AlignMaxAngle
The maximum angle in degrees that foliage instances will be adjusted away from the vertical |
float | 0xb0 | |
RandomYaw : 1 | char | 0xb4 | |
RandomPitchAngle
A random pitch adjustment can be applied to each instance, up to the specified angle in degrees, from the original vertical |
float | 0xb8 | |
GroundSlopeAngle
Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal |
FFloatInterval | 0xbc | |
Height
The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values |
FFloatInterval | 0xc4 | |
LandscapeLayers
If layer names are specified, painting on landscape will limit the foliage to areas of landscape with the specified layers painted |
TArray<FName> | 0xd0 | |
MinimumLayerWeight
Specifies the minimum value above which the landscape layer weight value must be, in order for foliage instances to be placed in a specific area |
float | 0xe0 | |
ExclusionLandscapeLayers
If layer names are specified, painting on landscape will exclude the foliage to areas of landscape without the specified layers painted |
TArray<FName> | 0xe8 | |
MinimumExclusionLayerWeight
Specifies the minimum value above which the landscape exclusion layer weight value must be, in order for foliage instances to be excluded in a specific area |
float | 0xf8 | |
LandscapeLayer | FName | 0xfc | |
CollisionWithWorld : 1 | char | 0x104 | |
CollisionScale
The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check |
FVector | 0x108 | |
MeshBounds | FBoxSphereBounds | 0x114 | |
LowBoundOriginRadius
X, Y is origin position and Z is radius... |
FVector | 0x130 | |
Mobility
Mobility property to apply to foliage components |
EComponentMobility | 0x13c | |
CullDistance
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. |
FInt32Interval | 0x140 | |
bEnableStaticLighting : 1 | char | 0x148 | |
CastShadow : 1 | char | 0x148 | |
bAffectDynamicIndirectLighting : 1 | char | 0x148 | |
bAffectDistanceFieldLighting : 1 | char | 0x148 | |
bCastDynamicShadow : 1 | char | 0x148 | |
bCastStaticShadow : 1 | char | 0x148 | |
bCastShadowAsTwoSided : 1 | char | 0x148 | |
bReceivesDecals : 1 | char | 0x148 | |
bOverrideLightMapRes : 1 | char | 0x149 | |
OverriddenLightMapRes
Overrides the lightmap resolution defined in the static mesh |
int32_t | 0x14c | |
LightmapType
Controls the type of lightmap used for this component. |
ELightmapType | 0x150 | |
bUseAsOccluder : 1 | char | 0x154 | |
BodyInstance
Custom collision for foliage |
FBodyInstance | 0x158 | |
CustomNavigableGeometry
Force navmesh |
EHasCustomNavigableGeometry | 0x288 | |
LightingChannels
Lighting channels that placed foliage will be assigned. |
FLightingChannels | 0x289 | |
bRenderCustomDepth : 1 | char | 0x28c | |
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
int32_t | 0x290 | |
TranslucencySortPriority
Translucent objects with a lower sort priority draw behind objects with a higher priority. |
int32_t | 0x294 | |
CollisionRadius
The CollisionRadius determines when two instances overlap. |
float | 0x298 | |
ShadeRadius
The ShadeRadius determines when two instances overlap. |
float | 0x29c | |
NumSteps
The number of times we age the species and spread its seeds. |
int32_t | 0x2a0 | |
InitialSeedDensity
Specifies the number of seeds to populate along 10 meters. |
float | 0x2a4 | |
AverageSpreadDistance
The average distance between the spreading instance and its seeds. |
float | 0x2a8 | |
SpreadVariance
Specifies how much seed distance varies from the average. |
float | 0x2ac | |
SeedsPerStep
The number of seeds an instance will spread in a single step of the simulation. |
int32_t | 0x2b0 | |
DistributionSeed
The seed that determines placement of initial seeds. |
int32_t | 0x2b4 | |
MaxInitialSeedOffset
The seed that determines placement of initial seeds. |
float | 0x2b8 | |
bCanGrowInShade
If true, seeds of this type will ignore shade radius during overlap tests with other types. |
bool | 0x2bc | |
bSpawnsInShade
Whether new seeds are spawned exclusively in shade. |
bool | 0x2bd | |
MaxInitialAge
Allows a new seed to be older than 0 when created. |
float | 0x2c0 | |
MaxAge
Specifies the oldest a seed can be. |
float | 0x2c4 | |
OverlapPriority
When two instances overlap we must determine which instance to remove. |
float | 0x2c8 | |
ProceduralScale
The scale range of this type when being procedurally generated. Configured with the Scale Curve. |
FFloatInterval | 0x2cc | |
ScaleCurve
Instance scale factor as a function of normalized age (i.e. Current Age / Max Age). |
FRuntimeFloatCurve | 0x2d8 | |
ChangeCount | int32_t | 0x360 | |
ReapplyDensity : 1 | char | 0x364 | |
ReapplyRadius : 1 | char | 0x364 | |
ReapplyAlignToNormal : 1 | char | 0x364 | |
ReapplyRandomYaw : 1 | char | 0x364 | |
ReapplyScaling : 1 | char | 0x364 | |
ReapplyScaleX : 1 | char | 0x364 | |
ReapplyScaleY : 1 | char | 0x364 | |
ReapplyScaleZ : 1 | char | 0x364 | |
ReapplyRandomPitchAngle : 1 | char | 0x365 | |
ReapplyGroundSlope : 1 | char | 0x365 | |
ReapplyHeight : 1 | char | 0x365 | |
ReapplyLandscapeLayers : 1 | char | 0x365 | |
ReapplyZOffset : 1 | char | 0x365 | |
ReapplyCollisionWithWorld : 1 | char | 0x365 | |
ReapplyVertexColorMask : 1 | char | 0x365 | |
bEnableDensityScaling : 1 | char | 0x365 | |
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw the instances. |
TArray<URuntimeVirtualTexture*> | 0x368 | |
VirtualTextureCullMips
Number of lower mips in the runtime virtual texture to skip for rendering this primitive. |
int32_t | 0x378 | |
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture. |
ERuntimeVirtualTextureMainPassType | 0x37c |