# 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.
