Closed yoskeleton closed 9 years ago
Click on your placed BrickGrid blueprint actor in your map, in the "BrickGrid" section, expand "Grid Parameters": "Materials" should be the first array, and by default has 25 entries.
However, which materials are actually used by the terrain generator is pure C++ and can be found in Plugins/BrickTerrainGeneration/Private/BrickTerrainGenerationLibrary.cpp - the function you want is InitRegion, particularly the big for loop at the end where terrain falls into rock/dirt/grass based on a few conditional cases.
If you're interested in expanding BrickGrid, one of the first things I'd suggest doing is moving terrain generation functionality into a dedicated actor or component class, and adding your own InitRegion function with ", BlueprintNativeEvent" after BlueprintCallable in the declaration: this gives you the ability to retain the C++ implementation but override it in Blueprint.
I was asking myself the same question - probably that's the reason: I'm using UE 4.8 and there is no arrow to expand the Grid parameters.
My bad, forgotten I'd fixed this in my local version: In Plugins\BrickGrid\Source\BrickGrid\Classes\BrickGridComponent.h find the FBrickGridParameters struct and change the UPROPERTY of all variables from EditDefaultsOnly to EditAnywhere
Great, thanks! ;)
Thanks Ryvar. I've just pushed commits that incorporate your EditAnywhere change along with the other changes necessary for UE4.8.
I cant find this in c++ code neither in blueprint or default values
where and when did you add thoses differents bricks materials in the gridparameters structure ?
Thanks for help