Replace grass to landscape grass and new wind material
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@@ -47,8 +47,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain")
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bool bIsRain = false;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain")
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float WindIntensity = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
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float WindIntensity = 0.01f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
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float WindSpeed = 0.01f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere")
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FLinearColor RaylightScattering;
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@@ -216,6 +216,13 @@ void ATimeOfDayManager::UpdateLightning()
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QueuedWeatherPreset->WindIntensity,
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CurrentWindIntensity, CurrentWeaterFadeAlpha)
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: CurrentWindIntensity);
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float CurrentWindSpeed = CurrentWeatherPreset->WindSpeed;
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UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), WindMaterialParameterCollection,
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FName("Wind Speed"),
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QueuedWeatherPreset?
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FMath::Lerp(QueuedWeatherPreset->WindSpeed,CurrentWindSpeed, CurrentWeaterFadeAlpha) :
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CurrentWindSpeed);
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}
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// Update sky dome intensity
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@@ -94,10 +94,10 @@ bool UWorldMapBuilder::ReadSettings(UWorld* World, FText& OutReason)
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// The settings live on the actor in the map rather than on the builder, so there is exactly one place the
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// region, the resolution and the flips are configured, and the game reads the same numbers the bake did.
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for (TActorIterator<AOrthoMapCaptureActor> It(World); It; ++It)
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const TActorIterator<AOrthoMapCaptureActor> SettingsIt(World);
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if (SettingsIt)
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{
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SettingsActor = *It;
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break;
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SettingsActor = *SettingsIt;
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}
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if (!SettingsActor)
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