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bool |
AlignToSurface |
Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false) |
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bool |
bAffectDistanceFieldLighting |
Controls whether the primitive should affect dynamic distance field lighting methods. |
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bool |
bCastContactShadow |
Whether the grass should cast contact shadows. |
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bool |
bCastDynamicShadow |
Whether the grass should cast shadows when using non-precomputed shadowing. |
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bool |
bKeepInstanceBufferCPUCopy |
Whether we should keep a cpu copy of the instance buffer. |
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bool |
bReceivesDecals |
Whether the grass instances should receive decals. |
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bool |
bUseGrid |
If true, use a jittered grid sequence for placement, otherwise use a halton sequence. |
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bool |
bUseLandscapeLightmap |
Whether to use the landscape's lightmap when rendering the grass. |
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FPerPlatformInt |
EndCullDistance |
The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node. |
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FPerQualityLevelInt |
EndCullDistanceQuality |
|
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FPerPlatformFloat |
GrassDensity |
Instances per 10 square meters. |
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FPerQualityLevelFloat |
GrassDensityQuality |
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TObjectPtr< UStaticMesh > |
GrassMesh |
|
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uint32 |
InstanceWorldPositionOffsetDisableDistance |
Distance at which to grass instances should disable WPO for performance reasons |
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FLightingChannels |
LightingChannels |
Lighting channels that the grass will be assigned. |
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int32 |
MinLOD |
Specifies the smallest LOD that will be used for this component. |
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TArray< TObjectPtr< class UMaterialInterface > > |
OverrideMaterials |
|
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float |
PlacementJitter |
|
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bool |
RandomRotation |
Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false) |
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FFloatInterval |
ScaleX |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's X Scale property |
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FFloatInterval |
ScaleY |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Y Scale property |
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FFloatInterval |
ScaleZ |
Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Z Scale property |
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EGrassScaling |
Scaling |
Specifies grass instance scaling type |
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EShadowCacheInvalidationBehavior |
ShadowCacheInvalidationBehavior |
Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset. |
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FPerPlatformInt |
StartCullDistance |
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. |
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FPerQualityLevelInt |
StartCullDistanceQuality |
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