FCBP_TileAndGrass

A hexagonal tile/grass population layer (foliage, rocks, grass) scattered on the terrain. Passed to the board as a grass-and-tile-paving entry.

Setters

Setter Effect
mesh(TArray<FCBP_Tile>) The meshes to scatter → FCBP_Tile.
biome(FName) Biome filter restricting where this layer applies.
onlyIf(CRoomType) Restricts the layer to a room type (room, corridor…).
tileEffector(FCBP_TileEffector) Placement rules → FCBP_TileEffector.
roomEffector(FCBP_RoomEffector) Distance-to-room filter → FCBP_RoomEffector.
corridorEffector(FCBP_CorridorEffector) Distance-to-edge filter → FCBP_CorridorEffector.
shadowEffector(FCBP_ShadowEffector) Shadow settings → FCBP_ShadowEffector.

Example

FCBP_TileAndGrass grass = FCBP_TileAndGrass()
    .mesh({ FCBP_Tile()
        .mesh(retrieveAsset<UStaticMesh>("GRASS"))
        .percentBelowFloor(10.0f) })
    .biome("FOREST")
    .onlyIf(CRoomType::UNSET)
    .tileEffector(FCBP_TileEffector()
        .numberToDrawAroundPlayer(40)
        .alignToSlope(true))
    .roomEffector(FCBP_RoomEffector()
        .rateDistanceToRoomLowerBound(0.0f)
        .rateDistanceToRoomUpperBound(1.0f))
    .corridorEffector(FCBP_CorridorEffector()
        .rateDistanceToEdgeLowerBound(0.0f)
        .rateDistanceToEdgeUpperBound(1.0f))
    .shadowEffector(FCBP_ShadowEffector());