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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