Replace grass to landscape grass and new wind material

This commit is contained in:
2026-09-26 14:46:21 +02:00
parent d173cf8b1e
commit 812dea8382
148 changed files with 303 additions and 291 deletions

View File

@@ -47,8 +47,10 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain")
bool bIsRain = false;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain")
float WindIntensity = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
float WindIntensity = 0.01f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
float WindSpeed = 0.01f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere")
FLinearColor RaylightScattering;

View File

@@ -216,6 +216,13 @@ void ATimeOfDayManager::UpdateLightning()
QueuedWeatherPreset->WindIntensity,
CurrentWindIntensity, CurrentWeaterFadeAlpha)
: CurrentWindIntensity);
float CurrentWindSpeed = CurrentWeatherPreset->WindSpeed;
UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), WindMaterialParameterCollection,
FName("Wind Speed"),
QueuedWeatherPreset?
FMath::Lerp(QueuedWeatherPreset->WindSpeed,CurrentWindSpeed, CurrentWeaterFadeAlpha) :
CurrentWindSpeed);
}
// Update sky dome intensity

View File

@@ -94,10 +94,10 @@ bool UWorldMapBuilder::ReadSettings(UWorld* World, FText& OutReason)
// The settings live on the actor in the map rather than on the builder, so there is exactly one place the
// region, the resolution and the flips are configured, and the game reads the same numbers the bake did.
for (TActorIterator<AOrthoMapCaptureActor> It(World); It; ++It)
const TActorIterator<AOrthoMapCaptureActor> SettingsIt(World);
if (SettingsIt)
{
SettingsActor = *It;
break;
SettingsActor = *SettingsIt;
}
if (!SettingsActor)