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Engine.TerrainMaterial


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class TerrainMaterial extends Object
	native(Terrain)
	hidecategories(Object);

var matrix					LocalToMapping;

enum ETerrainMappingType
{
	TMT_Auto,
	TMT_XY,
	TMT_XZ,
	TMT_YZ
};

var(Material) ETerrainMappingType	MappingType;
var(Material) float					MappingScale;
var(Material) float					MappingRotation;
var(Material) float					MappingPanU,
									MappingPanV;

var(Material) MaterialInterface		Material;

var(Displacement) Texture2D			DisplacementMap;
var(Displacement) float				DisplacementScale;

struct native TerrainFoliageMesh
{
	var() StaticMesh		StaticMesh;
	var() MaterialInterface	Material;
	var() int				Density;
	var() float				MaxDrawRadius,
							MinTransitionRadius,
							MinScale,
							MaxScale;
	var() int				Seed;
	var() float				SwayScale;

	/** The weight of the terrain material above which the foliage is spawned. */
	var() float				AlphaMapThreshold;
	
	/**	
	 *	The amount to rotate the mesh to match the slope of the terrain 
	 *	where it is being placed. If 1.0, the mesh will match the slope
	 *	exactly.
	 */
	var() float				SlopeRotationBlend;

	structdefaultproperties
	{
		MaxDrawRadius=1024.0
		MinScale=1.0
		MaxScale=1.0
		SwayScale=1.0
	}
};

var(Foliage) array<TerrainFoliageMesh>	FoliageMeshes;

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defaultproperties
{
   MappingScale=4.000000
   DisplacementScale=0.250000
   Name="Default__TerrainMaterial"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:15.286 - Created with UnCodeX