WorldScape Plugin
  • WorldScape Documentation
  • World Generation
    • Quick Start
    • Terrain Geometry
      • Noise Generation
    • Noise System
      • Noise Data asset
      • Apply your NoiseVolume
      • Custom Noise Class
    • HeightMap System
      • HeightMap Data
      • Apply your Heightmap with Volume
      • Apply your Planetary Heightmap
    • Hole Volume
    • Collision Invoker Volume (Beta)
    • Procedural Foliage
      • Placement contraint parameters for foliages
      • Foliage Collection
      • Foliage Cluster
      • Regular WorldScape Foliage
      • Applying your Foliage Collection
      • Foliage Layer masking
      • Foliage Volume
      • Foliage baker (Beta)
    • Terrain Material
      • Terrain Material Legacy
    • Setting up a world from scratch
    • WS Tools
      • How to get toolbar running
      • Detailed overview
      • Heightmap Editor (Beta)
        • Edit Heightmap Data (Beta)
        • Create Landscape (Beta)
        • landscape Export (beta and extras)
      • Heightmap Tools Volume (Beta)
  • FAQ
  • API Informations
  • Unreal engine 5 Setting fixes
    • Material Fix
  • Blueprint API Infomations
    • Get Ground Height
    • Get Ground Height Normalize
    • Get Ground Noise
    • Get Height
    • Get Height Normalize
    • Get Noise
  • WorldScapePlayer
    • Custom Character Gravity Legacy
  • Technical Support
  • Play to demo
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  • FUNCTION
  • FNoiseData GetGroundNoise(FVector Position, bool Water = false)
  • FNoiseData GetNoise(FVector Position, bool Water = false)
  • FVector GetPawnNormal(FVector PawnWoldPosition)
  • FVector GetPawnSnappedNormal(FVector PawnWoldPosition)
  • FVector GetPawnTangent(FVector PawnWorldPosition)
  • FVector GetPawnBiTangent(FVector PawnWorldPosition)
  • float GetPawnAltitude(FVector PawnWorldPosition)
  • float GetPawnDistanceFromGround(FVector PawnWorldPosition)
  • float GetGroundHeight(FVector PawnWorldPosition)

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API Informations

FUNCTION

FNoiseData GetGroundNoise(FVector Position, bool Water = false)

Get the Noise from ECEF Position (Planet Centered) projected to the ground.

  • Position - Position to obtain the Noise From

  • Water - Is the noise sampled for water or ground

FNoiseData GetNoise(FVector Position, bool Water = false)

Get the Noise from ECEF Position.

  • Position - Position to obtain the Noise From

  • Water - Is the noise sampled for water or ground

FVector GetPawnNormal(FVector PawnWoldPosition)

Get the UpVector from the WorldPosition

  • PawnWoldPosition - The position you want to get the up vector from.

FVector GetPawnSnappedNormal(FVector PawnWoldPosition)

Get the UpVector from the WorldPosition (snap based on the angle parameters)

  • PawnWoldPosition - The position you want to get the up vector from.

FVector GetPawnTangent(FVector PawnWorldPosition)

Get the Tangent from the WorldPosition.

  • PawnWoldPosition - The position you want to get the tangent vector from.

FVector GetPawnBiTangent(FVector PawnWorldPosition)

Get the Tangent from the WorldPosition.

  • PawnWoldPosition - The position you want to get the bitangent vector from.

float GetPawnAltitude(FVector PawnWorldPosition)

return the altitude from a World Position

  • PawnWoldPosition - The position you want to get the bitangent vector from.

float GetPawnDistanceFromGround(FVector PawnWorldPosition)

return the Distance to the ground from a World Position

  • PawnWoldPosition - The position you want to get the bitangent vector from.

float GetGroundHeight(FVector PawnWorldPosition)

Return the Ground altitude.

  • PawnWoldPosition - The position you want to get the bitangent vector from.

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Last updated 3 years ago

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