| bUseWorldPositionSampling |
bool |
By default, texture UVs are centered at the patch's min bounds. |
LandscapeTexturePatch.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Texture Transform"
|
| bUseWorldSpaceScale |
bool |
When enabled, texture UVs are scaled using world-space units (1000 = tile texture every 10 meters). |
LandscapeTexturePatch.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Texture Transform"
- Meta=(DisplayName="Use World Unit Tiling")
|
| Offset |
FVector2D |
Offset applied to the sampled texture. |
LandscapeTexturePatch.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Texture Transform"
|
| Rotation |
float |
Rotation in degrees applied to the texture's UV. |
LandscapeTexturePatch.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Texture Transform"
- Meta=(UIMin="0", UIMax="360", ClampMin="0", ClampMax="360")
|
| Scale |
FVector2D |
Scale applied to the texture's UV. |
LandscapeTexturePatch.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Texture Transform"
|