Data Structures
FCWorldMakerStruct
Configuration structure for world generation parameters.
| Name | Description |
|---|---|
| cellSize | Size of a single terrain tile in world units (default 20000.0) |
| nbTileAround | Number of tiles to generate around the tracked pawn |
| nbMinPointPerSide | Minimum number of vertices per tile side at LOD 1 |
| maxLODFactor | Maximum LOD multiplier for closest tiles |
| doNotTrackPawn | If true, generates tiles once at origin and stops tracking |
| removeFurthestTiles | If true, removes tiles that fall outside the generation radius |
| curvaturLODReduction | LOD reduction factor based on distance (0.0 disables LOD variation) |
| calculateNormal | Whether to compute normals on generated meshes |
| poolSizeStart | Number of tiles per pool batch on first generation pass |
| poolSizeRun | Number of tiles per pool batch on subsequent passes |
| collisionOnClosePMCOnly | If true, only the closest tiles (max LOD) have collision enabled |
| easeMethod | Easing function used for noise blending between zones (default QuinticInOut) |
| shadowBehavior | Shadow definition for the generated terrain |
| noiseMeshMaterial | Material applied to generated terrain meshes |
| worldMakerClass | Subclass of UCAbstractWorldmaker to instantiate (ProceduralMesh or DynamicMesh) |
| waterActorClass | Actor class spawned as water plane, follows the pawn at the lowest Z |
| fogActorClass | Actor class spawned as fog volume |
FCWorldSpawnerDataStruct
DataTable row structure combining world maker configuration with a noise asset.
| Name | Description |
|---|---|
| worldMakerStruct | The FCWorldMakerStruct configuration for this world |
| worldNoiseDataAsset | UCNoiseDataAsset defining the noise layers for terrain generation |