This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "LandscapeSubsystem.h" | |
#include "LandscapeComponent.h" | |
#include "LandscapeSplineActor.h" | |
#include "LandscapeSplinesComponent.h" | |
#include "LandscapeSplineControlPoint.h" | |
#include "Editor/LandscapeEditor/Private/LandscapeEdMode.h" | |
// Source: https://forums.unrealengine.com/t/creating-a-lanscape-using-c-or-the-python-api/504997/4 | |
ALandscape* CreateLandscape(const FTransform& LandscapeTransform, const int32& SectionSize, const int32& SectionsPerComponent, const int32& ComponentCountX, const int32& ComponentCountY) | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import mset | |
# Smarter "findMaterial": doesn't print a message in the console | |
# or throw an error when the object to find doesn't exist. | |
def getMaterial(name, createIfNotFound=False): | |
found = None | |
objs = mset.getAllMaterials() | |
for obj in objs: | |
if obj.name == name: | |
found = obj |