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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'Grass Variety' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | Grass Variety |
Outputs
| Type | Name | Description |
|---|---|---|
| object | Grass Mesh | |
| object | Override Materials | Material Overrides. |
| struct | Grass Density | Instances per 10 square meters. |
| struct | Grass Density Quality | |
| boolean | Use Grid | If true, use a jittered grid sequence for placement, otherwise use a halton sequence. |
| real | Placement Jitter | |
| struct | Start Cull Distance | The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. 0 disables. |
| struct | Start Cull Distance Quality | |
| struct | End Cull Distance | The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node. 0 disables.When the entire cluster is beyond this distance, the cluster is completely culled and not rendered at all. |
| struct | End Cull Distance Quality | |
| integer | Min LOD | Specifies the smallest LOD that will be used for this component.If -1 (default), the MinLOD of the static mesh asset will be used instead. |
| struct | Allowed Density Range | Specifies the density range where the grass variety is allowed to be spawned ([0,1] represents the entire range). |
| enum | Scaling | Specifies grass instance scaling type |
| struct | Scale X | Specifies the range of scale, from minimum to maximum, to apply to a grass instance's X Scale property |
| struct | Scale Y | Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Y Scale property |
| struct | Scale Z | Specifies the range of scale, from minimum to maximum, to apply to a grass instance's Z Scale property |
| boolean | Weight Attenuates Max Scale | If enabled the the scale of instances is reduced as the weight (density) decreases |
| real | Max Scale Weight Attenuation | Modulate the scale of the instances based on weight (normalized density). The weight range (ScaleWeightAttenuation, 1.0) maps to (scaleMin, scaleMax), weight values less than ScaleWeightAttenuation are set to minScale |
| boolean | Random Rotation | Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false) |
| boolean | Align To Surface | Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false) |
| boolean | Align To Triangle Normals | When aligning to the surface when using grid mode, whether we should align to triangle normal (true) or a smooth grid-based normal (false). Halton always uses triangle normal. |
| boolean | Use Landscape Lightmap | Whether to use the landscape's lightmap when rendering the grass. |
| struct | Lighting Channels | Lighting channels that the grass will be assigned. Lights with matching channels will affect the grass.These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing. |
| boolean | Receives Decals | Whether the grass instances should receive decals. |
| boolean | Affect Distance Field Lighting | Controls whether the primitive should affect dynamic distance field lighting methods. |
| boolean | Cast Dynamic Shadow | Whether the grass should cast shadows when using non-precomputed shadowing. * |
| boolean | Cast Contact Shadow | Whether the grass should cast contact shadows. * |
| boolean | Keep Instance Buffer CPUCopy | Whether we should keep a cpu copy of the instance buffer. This should be set to true if you plan on using GetOverlappingXXXXCount functions of the component otherwise it won't return any data.* |
| enum | Shadow Cache Invalidation Behavior | Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset. |