UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FFoliageDensityFalloff Struct Reference

#include <FoliageType.h>

Public Member Functions

 FFoliageDensityFalloff ()
 
FOLIAGE_API bool IsInstanceFiltered (const FVector2D &Position, const FVector2D &Origin, FVector::FReal MaxDistance) const
 
FOLIAGE_API float GetDensityFalloffValue (const FVector2D &Position, const FVector2D &Origin, FVector::FReal MaxDistance) const
 

Public Attributes

bool bUseFalloffCurve = false
 
FRuntimeFloatCurve FalloffCurve
 

Constructor & Destructor Documentation

◆ FFoliageDensityFalloff()

FFoliageDensityFalloff::FFoliageDensityFalloff ( )

Member Function Documentation

◆ GetDensityFalloffValue()

float FFoliageDensityFalloff::GetDensityFalloffValue ( const FVector2D Position,
const FVector2D Origin,
FVector::FReal  MaxDistance 
) const

◆ IsInstanceFiltered()

bool FFoliageDensityFalloff::IsInstanceFiltered ( const FVector2D Position,
const FVector2D Origin,
FVector::FReal  MaxDistance 
) const

Member Data Documentation

◆ bUseFalloffCurve

bool FFoliageDensityFalloff::bUseFalloffCurve = false

◆ FalloffCurve

FRuntimeFloatCurve FFoliageDensityFalloff::FalloffCurve

Density as a function of normalized distance (i.e. distance from Procedural Foliage Volume / Max Volume Extent). X = 0 corresponds to Normalized distance = 0, X = 1 corresponds to Normalized distance = Max distance. Y = 0 corresponds to 0% probability of keeping instance, Y = 1 corresponds to 100% probability of keeping instance.


The documentation for this struct was generated from the following files: