# 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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