Landscape Material Asset

Landscape materials represent textures that can be applied to map terrain. Each asset specifies the texture drawn on the terrain, the physics material used for footstep and impact audio, and optionally foilage to be baked on wherever the material is painted.

AprilFools_Redirect GUID: GUID of the landscape material to use instead during the April Fools event.

Auto_Max_Angle_Begin float: Slope angle at which the auto-painted weight begins to fade out. Defaults to 0.0.

Auto_Max_Angle_End float: Steepest slope angle that is auto-painted. Defaults to 0.0.

Auto_Min_Angle_Begin float: Shallowest slope angle that is auto-painted. Defaults to 0.0.

Auto_Min_Angle_End float: Slope angle at which auto-painted weight is full strength. Defaults to 0.0.

Auto_Ray_Length float: Length of the sphere cast downwards when utilizing auto foundation. This should be set when using auto foundation painting. Defaults to 0.0.

Auto_Ray_Mask ERayMask: Value of the raymask layers the auto foundation sphere cast can hit. Defaults to 0.

Auto_Ray_Radius float: Radius of the auto foundation sphere cast. Defaults to 0.0.

Christmas_Redirect GUID: GUID of the landscape material to use instead during the Christmas event.

Foliage GUID: Points to a foilage collection to bake wherever this material is painted. Refer to Foliage Assets.

Halloween_Redirect GUID: GUID of the landscape material to use instead during the Halloween event.

Mask Master Bundle Pointer: Normal map for the terrain material. Despite its name, the terrain material’s normal map is set to this texture. If not specified, a black texture is used.

Physics_Material string: Name of the physics material used. Determines footstep sounds, bullet impacts, and other effects. This is matched against the UnityName of Physics Material Assets.

Texture Master Bundle Pointer: Albedo texture drawn on the terrain. When unspecified, a black texture is used.

Use_Auto_Foundation bool: If true, the level editor’s auto splatmap mode paints this material at full strength beneath objects.

Use_Auto_Slope bool: If true, the level editor’s auto splatmap mode paints this material according to the terrain’s slope angle.