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Classes

UFoliageType

UObject

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