Landscape Mesh Spawner

Landscape Mesh Spawner#

The LandscapeMeshSpawner is an alternative to Landscape Spawner that generates dynamic mesh landscapes instead of traditional landscape actors. If you need generation at runtime, using Continuous Generation and Position Based Generation during play, use this.

It uses the Image Downloader settings the same way that Landscape Spawner does.

Landscape Mesh Spawner Settings#

Landscape Mesh Spawner

  • Landscape Mesh Label (FString, default "SpawnedLandscapeMesh"): Label of the landscape to create.

  • Landscape Material (UMaterialInterface): Material to apply to the landscape

  • Z Scale (double, default 1): The scale in the Z-axis of your heightmap, ZScale = 1 corresponds to real-world size.

  • Spawned Actors Path (FName): Folder used to spawn the actors. This setting is unused when generating from a combination or from blueprints.

  • Heightmap Downloader (UImageDownloader)

  • Position Based Generation (ULCPositionBasedGeneration)

  • Split Normals Angle (double, default 0)

  • Delete Existing Meshes Before Spawning Meshes (bool, default false)

  • Heightmap Priority (int, default 0)

  • Grid Split Direction (EGridSplitDirection): How each grid quad is split into two triangles.

    • Forward

    • Backward

    • d: diagonal alternates from quad to qua

  • Apron Width (double, default 10000.0): in cm

  • Apron Depth (double, default 10000.0): in cm

  • Spawned Landscape Meshes Tag (FName): Tag to add on the spawned landscape meshes.