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Blueprint API

This page lists all the blueprint functions available in the plugin

Updated 2021-01-30 05:10:17.367206

Tools ​

Asset Tools ​

Add Disable Edits Box ​

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Add a disable edits box to the world

Add Disable Edits Box Async ​

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Add a disable edits box to the world

Runs asynchronously

Create Data Asset from World Section ​

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Create Data Asset from World Section

Import Asset ​

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Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset

Will not provide the Previous Generator, so won't work with graphs that use it!

Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small

Import Asset as Reference ​

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Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset

Cheap, unless there are edited voxels in the zone the asset is imported in

Will provide the PreviousGenerator to voxel graphs

Import Asset as Reference Async ​

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Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset

Cheap, unless there are edited voxels in the zone the asset is imported in

Will provide the PreviousGenerator to voxel graphs

Runs asynchronously

Import Asset Async ​

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Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset

Will not provide the Previous Generator, so won't work with graphs that use it!

Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small

Import Data Asset Fast ​

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Specialization of ImportAsset for data assets with no scale nor rotation

Import Data Asset Fast Async ​

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Specialization of ImportAsset for data assets with no scale nor rotation

Import Modifier Asset ​

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Add a voxel modifier asset to the world. Should be a graph asset.

Unlike ImportAsset, this WILL provide the Previous Generator to the graph, so you can access the existing voxel value

Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small

Import Modifier Asset Async ​

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Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset

Will not provide the Previous Generator, so won't work with graphs that use it!

Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small

Invert Data Asset ​

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Invert Data Asset

Set Data Asset Material ​

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Set Data Asset Material

Box Tools ​

Add Box ​

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Add a box shape

See: AddBox, AddBoxAsync and FVoxelBoxToolsImpl::AddBox

Add Box Async ​

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Add a box shape

Runs asynchronously in a background thread

See: AddBox, AddBoxAsync and FVoxelBoxToolsImpl::AddBox

Remove Box ​

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Remove a box shape

See: RemoveBox, RemoveBoxAsync and FVoxelBoxToolsImpl::RemoveBox

Remove Box Async ​

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Remove a box shape

Runs asynchronously in a background thread

See: RemoveBox, RemoveBoxAsync and FVoxelBoxToolsImpl::RemoveBox

Set Material Box ​

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Paint a box shape

See: SetMaterialBox, SetMaterialBoxAsync and FVoxelBoxToolsImpl::SetMaterialBox

Set Material Box Async ​

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Paint a box shape

Runs asynchronously in a background thread

See: SetMaterialBox, SetMaterialBoxAsync and FVoxelBoxToolsImpl::SetMaterialBox

Set Value Box ​

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Set the density in a box

See: SetValueBox, SetValueBoxAsync and FVoxelBoxToolsImpl::SetValueBox

Set Value Box Async ​

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Set the density in a box

Runs asynchronously in a background thread

See: SetValueBox, SetValueBoxAsync and FVoxelBoxToolsImpl::SetValueBox

Cubic ​

Get Cubic Voxel Position from Hit ​

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Use bSelectVoxelOutside to choose which voxel to select, between the two sides of the face hit

Get Cubic Voxel Value ​

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Get Cubic Voxel Value

Set Cubic Voxel Value ​

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Set Cubic Voxel Value

Data ​

Clear Unused Materials ​

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Remove materials that do not affect the surface. Same visual result but will lead to better compression.

Digging will look different.

Clear Unused Materials Async ​

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Remove materials that do not affect the surface. Same visual result but will lead to better compression.

Digging will look different.

Find Closest Non Empty Voxel ​

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Finds the closest voxel to Position that is not empty

This is useful to do edits, or to query the material at a position

Find Closest Non Empty Voxel Async ​

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Finds the closest voxel to Position that is not empty

This is useful to do edits, or to query the material at a position

Get Compressed Save ​

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Get a save of the world and compress it

Get Compressed Save Async ​

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Get a save of the world and compress it

Get Interpolated Density ​

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Get the density at Position

Get Material ​

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Get the material at Position

Get Material Async ​

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Get the material at Position

Get Save ​

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Get a save of the world

Get Save Async ​

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Get a save of the world

Get Density ​

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Get the density at Position

Get Density Async ​

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Get the density at Position

Get Voxels Value and Material ​

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Read a large number of voxels at a time

Get Voxels Value and Material Async ​

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Read a large number of voxels at a time, asynchronously

Load from Compressed Save ​

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Load from a compressed save

Load from Save ​

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Load from a save

Round Voxels ​

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Round voxels that don't have an impact on the surface. Same visual result but will lead to better compression

Round Voxels Async ​

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Round voxels that don't have an impact on the surface. Same visual result but will lead to better compression

Set Material ​

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Set the material at Position

Set Material Async ​

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Set the material at Position

Set Density ​

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Set the density at Position

Set Density Async ​

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Set the density at Position

Level Tools ​

Level ​

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Stamps a cylinder, to quickly level parts of the world

If additive, will stamp a smooth cylinder above Position. Else will remove one below Position

See: Level, LevelAsync and FVoxelLevelToolsImpl::Level

Level Async ​

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Stamps a cylinder, to quickly level parts of the world

If additive, will stamp a smooth cylinder above Position. Else will remove one below Position

Runs asynchronously in a background thread

See: Level, LevelAsync and FVoxelLevelToolsImpl::Level

Mesh Importer ​

Convert Mesh to Voxels ​

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Convert Mesh to Voxels

Convert Mesh to Voxels No Materials ​

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Convert Mesh to Voxels No Materials

Create Mesh Data from Static Mesh ​

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Create Mesh Data from Static Mesh

Create Texture from Material ​

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Create Texture from Material

Projection Tools ​

Create Surface Voxels from Hits ​

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For some surface tools you'll need to use CreateSurfaceVoxelsFromHitsWithExactValues instead

Create Surface Voxels from Hits with Exact Values ​

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Will store the voxel values

Find Projection Voxels ​

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Find voxels using linetraces

Find Projection Voxels Async ​

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Find voxels using linetraces, asynchronously

Get Hits Average Normal ​

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Get Hits Average Normal

Get Hits Average Position ​

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Get Hits Average Position

Get Hits Positions ​

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Get Hits Positions

Sphere Tools ​

Add Sphere ​

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Add a sphere

See: AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere

Add Sphere Async ​

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Add a sphere

Runs asynchronously in a background thread

See: AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere

Apply Kernel Sphere ​

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Apply a 3x3x3 kernel

See: ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere

Apply Kernel Sphere Async ​

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Apply a 3x3x3 kernel

Runs asynchronously in a background thread

See: ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere

Apply Material Kernel Sphere ​

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Apply a 3x3x3 kernel to the materials

See: ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere

Apply Material Kernel Sphere Async ​

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Apply a 3x3x3 kernel to the materials

Runs asynchronously in a background thread

See: ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere

Remove Sphere ​

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Remove a sphere

See: RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere

Remove Sphere Async ​

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Remove a sphere

Runs asynchronously in a background thread

See: RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere

Remove Sphere with Durability ​

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Removes all the voxels in a sphere, if their single index is contained in Internal (Min <= Index <= Max)

Mainly intended for the cubic mode

See: RemoveSphereWithDurability, RemoveSphereWithDurabilityAsync and FVoxelSphereToolsImpl::RemoveSphereWithDurability

Remove Sphere with Durability Async ​

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Removes all the voxels in a sphere, if their single index is contained in Internal (Min <= Index <= Max)

Mainly intended for the cubic mode

Runs asynchronously in a background thread

See: RemoveSphereWithDurability, RemoveSphereWithDurabilityAsync and FVoxelSphereToolsImpl::RemoveSphereWithDurability

Revert Sphere ​

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Reverts the voxels inside a sphere shape to a previous frame in the undo history.

Can be used to "paint" the undo history

NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!

See: RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere

Revert Sphere Async ​

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Reverts the voxels inside a sphere shape to a previous frame in the undo history.

Can be used to "paint" the undo history

NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!

Runs asynchronously in a background thread

See: RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere

Revert Sphere to Generator ​

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Reverts the voxels inside a sphere shape to their generator value

NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!

See: RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator

Revert Sphere to Generator Async ​

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Reverts the voxels inside a sphere shape to their generator value

NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!

Runs asynchronously in a background thread

See: RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator

Set Material Sphere ​

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Paint material in a sphere shape

See: SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere

Set Material Sphere Async ​

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Paint material in a sphere shape

Runs asynchronously in a background thread

See: SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere

Set Value Sphere ​

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Set the density in a sphere

See: SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere

Set Value Sphere Async ​

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Set the density in a sphere

Runs asynchronously in a background thread

See: SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere

Smooth Material Sphere ​

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Smooth materials in a sphere

See: SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere

Smooth Material Sphere Async ​

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Smooth materials in a sphere

Runs asynchronously in a background thread

See: SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere

Smooth Sphere ​

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Smooth a sphere

See: SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere

Smooth Sphere Async ​

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Smooth a sphere

Runs asynchronously in a background thread

See: SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere

Trim Sphere ​

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Trim tool: used to quickly flatten large portions of the world

Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result

This ensures the tool usage is relatively smooth.

Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)

The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.

See: TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere

Trim Sphere Async ​

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Trim tool: used to quickly flatten large portions of the world

Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result

This ensures the tool usage is relatively smooth.

Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)

The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.

Runs asynchronously in a background thread

See: TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere

Surface Edit Tools ​

Edit Voxel Materials ​

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Apply paint material to the processed voxels, using the processed strengths

See: ApplyStack, AddToStack

See: EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials

Edit Voxel Materials Async ​

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Apply paint material to the processed voxels, using the processed strengths

Runs asynchronously in a background thread

See: ApplyStack, AddToStack

See: EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials

Edit Voxel Values ​

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Apply processed voxels strengths to the voxel values

See: ApplyStack, AddToStack

See: EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues

Edit Voxel Values Async ​

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Apply processed voxels strengths to the voxel values

Runs asynchronously in a background thread

See: ApplyStack, AddToStack

See: EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues

Propagate Voxel Materials ​

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Propagate the materials of the voxels, so that the new surface is painted correctly

Must be called BEFORE EditVoxelValues!

See: ApplyStack, AddToStack

See: PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials

Propagate Voxel Materials Async ​

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Propagate the materials of the voxels, so that the new surface is painted correctly

Must be called BEFORE EditVoxelValues!

Runs asynchronously in a background thread

See: ApplyStack, AddToStack

See: PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials

Surface Tools ​

Add to Stack ​

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Add to Stack

Apply Constant Strength ​

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Apply a constant strength to the surface voxels

Apply Falloff ​

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Apply a falloff to surface voxels, based on their distance from a point.

Apply Flatten ​

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Make surface voxels go towards a plane

Important: if bExactDistanceField = true, this node should be called last! Modifying strengths after it will result

in glitchy behavior

Apply Stack ​

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Apply Stack

Apply Stack Async ​

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Apply Stack Async

Apply Strength Curve ​

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Apply a strength curve to surface voxels, based on their distance from a point:

Strength = Curve.SampleAt(Distance(Voxel.Position, Center) / Radius)

Apply Strength Mask ​

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Apply a strength mask to surface voxels, based on their position projected onto a plane

Apply Terrace ​

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Apply terracing

Debug Surface Voxels ​

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Debug Surface Voxels

Find Surface Voxels ​

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Find voxels that are on the surface. Faster than FindSurfaceVoxelsFromDistanceField, but the values won't be exact distances

Find Surface Voxels 2D ​

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Find voxels that are on the surface. Only keep the one with the surface right above them that are facing up. If 2 surface voxels have the same X Y, will only keep the one with the higher Z

Find Surface Voxels 2DAsync ​

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Find voxels that are on the surface. Only keep the one with the surface right above them that are facing up. If 2 surface voxels have the same X Y, will only keep the one with the higher Z

Find Surface Voxels Async ​

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Find voxels that are on the surface. Faster than FindSurfaceVoxelsFromDistanceField, but the values won't be exact distances

Find Surface Voxels from Distance Field ​

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Find voxels that are on the surface using an exact computation of the distance field using the GPU

Get Bounds ​

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Get Bounds

Get Strength Mask Scale ​

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Compute the scale for ApplyStrengthMask from a wanted size

Tick Data ​

Deproject ​

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Deproject

Get Axis ​

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Get Axis

Get Ray Direction ​

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Get Ray Direction

Get Ray Origin ​

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Get Ray Origin

Is Alternative Mode ​

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Is Alternative Mode

Is Key Down ​

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Is Key Down

Base ​

Get Modified Voxel Materials Bounds ​

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Get Modified Voxel Materials Bounds

Get Modified Voxel Values Bounds ​

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Get Modified Voxel Values Bounds

Nodes ​

Apply ​

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Apply

Disable Tool ​

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Call this to delete any tool preview actors

Enable Tool ​

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Call this to do some initial setup

Will be called in the first tool tick if you don't

Get Tool Name ​

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Get Tool Name

Get Voxel World ​

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Get Voxel World

AdvancedTick ​

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K2 Advanced Tick

SimpleTick ​

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Tick the tool

Make Tool Axes ​

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Make Tool Axes

Make Tool Keys ​

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Make Tool Keys

Make Voxel Tool ​

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Make Voxel Tool

Make Voxel Tool Tick Data ​

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Make Voxel Tool Tick Data

Create Default Tools ​

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If bLoadBlueprints is true, all the blueprints inheriting from VoxelTool will be force loaded

If false, tools whose blueprints are not loaded won't show up

Get Active Tool ​

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Get Active Tool

Get Tools ​

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Get Tools

Get Shared Config ​

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K2 Get Shared Config

Set Active Tool ​

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Set Active Tool

Set Active Tool by Class ​

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Set Active Tool by Class

Set Active Tool by Name ​

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Set Active Tool by Name

Utilities ​

Add Neighbors to Set ​

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Add Neighbors to Set

Get Render Bounds Overlapping Data Bounds ​

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eg if you want to cache all the data that's going to be used by render chunks when updating the world

Make Int Box from Global Position and Radius ​

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Make IntBox from global position and radius

Math ​

Int Vector ​

IntVector + IntVector ​

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Add Int Vector Int Vector

IntVector / int ​

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Divide Int Vector Int

Get Max ​

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Get Max Intvector

Get Min ​

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Get Min Intvector

int * IntVector ​

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Multiply Int Int Vector

IntVector * int ​

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Multiply Int Vector Int

IntVector * IntVector ​

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Multiply Int Vector Int Vector

IntVector - IntVector ​

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Substract Int Vector Int Vector

Voxel Int Box ​

Add Box ​

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Add Box

Add Point ​

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Add Point

Apply Transform ​

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Apply Transform

Break Int Box ​

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Breaks an Int Box

Break Int Box with Validity ​

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Break Int Box with Validity

Center ​

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Will move the box so that GetCenter = 0,0,0. Will extend it if its size is odd

Contains ​

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Contains

Equal (VoxelIntBox) ​

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Equal Equal Int Box Int Box

Extend ​

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Extend

Extend Int Vector ​

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Extend Int Vector

Get Center ​

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Get Center

Get Corners ​

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Get Corners

Get Size ​

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Get Size

Infinite Box ​

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Infinite Box

Intersect ​

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Intersect

Is Int Vector Inside Box ​

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Is Int Vector Inside Box

Is Valid ​

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Is Valid

Is Vector Inside Box ​

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Is Vector Inside Box

Make Box from Local Position and Radius ​

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From -Radius(included) to Radius(excluded)

Make Box from Position and Radius ​

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Make Box from Position and Radius

Make Int Box ​

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Makes an Int Box. Min must be <= to Max

Make Int Box from Points ​

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Make Int Box from Points

Make Int Box with Validity ​

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Make Int Box with Validity

NotEqual (VoxelIntBox) ​

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Not Equal Int Box Int Box

Overlap ​

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Overlap

Remove Translation ​

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Remove Translation

Scale ​

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Scale

Translate Box ​

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Translate Box

Random ​

Get Halton 1D ​

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Get Halton 1D

Get Halton 2D ​

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Get Halton 2D

Get Halton 3D ​

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Get Halton 3D

Get Unit Vector from Random ​

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Generates a random position on the unit sphere, given some random input between 0 and 1

Make Halton Stream ​

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Make Halton Stream

Reset Halton Stream ​

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Reset Halton Stream

Render ​

Apply LOD Settings ​

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Call this after changing the voxel world LODs setting while created

Apply New Materials ​

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Call this after changing a voxel world VoxelMaterial/MaterialCollection to apply it

Get Task Count ​

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Number of processing tasks not finished

Is Voxel World Foliage Loading ​

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Returns true if there are still foliage tasks queued

Is Voxel World Mesh Loading ​

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Returns true if there are still mesh tasks queued

Recreate ​

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Call this to recreate the voxel world entirely, optionally keeping data intact by saving it

Recreate Render ​

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Call this to recreate the voxel world rendering entirely, keeping data intact

Recreate Spawners ​

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Call this to recreate the voxel world spawners

Update All ​

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Update all the chunks

Update Bounds ​

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Update the chunks overlapping Bounds.

Update Position ​

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Update the chunks overlapping Position

Materials ​

Apply Paint Material ​

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Apply a Paint Material to a Voxel Material

Create RGB Paint Material ​

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Create from color

Create Five Way Blend Paint Material ​

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Create paint material for 5 way blend

Create Multi Index Paint Material ​

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Create for multi index

Create Multi Index Raw Paint Material ​

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Create for multi index, setting the data directly

Create Multi Index Wetness Paint Material ​

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Create for multi index wetness

Create Single Index Paint Material ​

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Create for single index

Create UV Paint Material ​

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Create UV paint

Get Color ​

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Get Color

Get Multi Index ​

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If SortByStrength is true, Index 0 will have the highest strength, Index 1 the second highest etc

Get Raw Material ​

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Get Raw Material

Get Single Index ​

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Get Single Index

Get UV ​

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Get UV

Make Color Material ​

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Make Color Material

Make Material Mask ​

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Make Material Mask

Make Raw Material ​

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Make Raw Material

Make Single Index Material ​

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Make Single Index Material

Collisions ​

Are Collisions Enabled ​

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Returns whether voxel collisions are enabled at Position

Are Voxel Collisions Frozen ​

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Are Voxel Collisions Frozen

Set Voxel Collisions Frozen ​

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Set Voxel Collisions Frozen

Proc Gen ​

Bind Voxel Chunk Events ​

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Bind Voxel Chunk Events

Bind Voxel Generation Event ​

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Bind Voxel Generation Event

Data ​

Cache ​

Cache Materials ​

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Cache the materials in the bounds

Cache Materials Async ​

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Cache the materials in the bounds

Cache Values ​

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Cache the values in the bounds

Cache Values Async ​

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Cache the values in the bounds

Clear Cached Materials ​

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Clear Cached Materials

Clear Cached Materials Async ​

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Clear Cached Materials Async

Clear Cached Values ​

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Clear Cached Values

Clear Cached Values Async ​

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Clear Cached Values Async

Save ​

Compress Voxel Save ​

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Compress Voxel Save

Decompress Voxel Save ​

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Decompress Voxel Save

Nodes ​

Clear All Data ​

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Clear all the data in the world, including items/assets

Clear Dirty Data ​

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Clear all the edited data in the world, excluding items/assets

Clear Material Data ​

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Clear all the material data in the world

Clear Value Data ​

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Clear all the value data in the world

Get Bounds ​

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Bounds of this world

Get Float Output ​

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Get a custom float output value

Get Int Output ​

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Get a custom int32 output value

Get Normal ​

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Get the normal at Position using the density gradient. May differ from the mesh normal

Has Material Data ​

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Has Material Data

Has Value Data ​

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Has Value Data

Scale Data ​

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Scale the voxel world data. Will recreate the voxel world!

Check for Single Materials ​

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Check for Single Materials

Check for Single Materials Async ​

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Check for Single Materials Async

Check for Single Values ​

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Check for Single Values

Check for Single Values Async ​

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Check for Single Values Async

Check if Same as Generator ​

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Will undirty the chunks identical to the generator

Check if Same as Generator Async ​

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Will undirty the chunks identical to the generator

Compress Into Heightmap ​

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If the voxel generator is a heightmap or if an heightmap asset is provided,

will update the heightmap to the max Z surface in the voxel world

Will not edit the data: RoundToGenerator should be called after for best results

Round to Generator ​

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Will revert the values who don't have a voxel neighbor with a different sign from the generator value

Will ignore items when computing generator values

Round to Generator Async ​

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Will revert the values who don't have a voxel neighbor with a different sign from the generator value

Will ignore items when computing generator values

Set Box as Dirty ​

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Set Box as Dirty

Set Box as Dirty Async ​

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Set Box as Dirty Async

Undo Redo ​

Clear Frames ​

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Clear all the frames. bEnableUndoRedo must be true

Get History Position ​

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Get the current history position

Redo ​

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Redo last undone frame. bEnableUndoRedo must be true, and SaveFrame must have been called after any edits

Save Frame ​

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Save the edits since the last call to SaveFrame/Undo/Redo and clear the redo stack. bEnableUndoRedo must be true

Undo ​

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Undo last frame. bEnableUndoRedo must be true, and SaveFrame must have been called after any edits

Texture Pool ​

Compact Voxel Texture Pool ​

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Will compact the texture pool used by the greedy mesher, reducing fragmentation & memory usage

See: stat VoxelTexturePool

Voxel Texture ​

Create or Update Texture from Voxel Color Texture ​

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Will create Texture if null, and set it

Returns Texture for convenience

Texture will have the following config:

Pixel format: PF_B8G8R8A8

Compression settings: TC_VectorDisplacementmap

SRGB: false

Filter: TF_Bilinear

Create or Update Texture from Voxel Float Texture ​

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Will create Texture if null, and set it

Returns Texture for convenience

Texture will have the following config:

Pixel format: PF_R32_FLOAT

Compression settings: TC_HDR

SRGB: false

Filter: TF_Bilinear

Create Texture from Voxel Color Texture ​

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Same as CreateOrUpdateTextureFromVoxelFloatTexture with nullptr in input

Texture will have the following config:

Pixel format: PF_B8G8R8A8

Compression settings: TC_VectorDisplacementmap

SRGB: false

Filter: TF_Bilinear

Create Texture from Voxel Float Texture ​

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Same as CreateOrUpdateTextureFromVoxelFloatTexture with nullptr in input

Texture will have the following config:

Pixel format: PF_R32_FLOAT

Compression settings: TC_HDR

SRGB: false

Filter: TF_Bilinear

Create Voxel Color Texture from Voxel Float Texture ​

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Creates a voxel color texture by putting a float texture into a specific channel

Create Voxel Float Texture from Texture Channel ​

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Creates a voxel float texture from the color channel of a texture

Get Voxel Color Texture Size ​

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Get Voxel Color Texture Size

Get Voxel Float Texture Size ​

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Get Voxel Float Texture Size

Is Voxel Color Texture Valid ​

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Is Voxel Color Texture Valid

Is Voxel Float Texture Valid ​

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Is Voxel Float Texture Valid

Maximum ​

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Apply the photoshop Maximum filter

Set each pixel to the max value in a radius Radius

Minimum ​

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Apply the photoshop Minimum filter

Set each pixel to the min value in a radius Radius

Tool Rendering ​

Create Tool Rendering ​

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Create Tool Rendering

Destroy Tool Rendering ​

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Destroy Tool Rendering

Is Valid Ref ​

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Is Valid Ref

Set Tool Rendering Bounds ​

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Bounds: In world space

Set Tool Rendering Enabled ​

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Set Tool Rendering Enabled

Set Tool Rendering Material ​

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Set Tool Rendering Material

Helpers ​

Get All Voxel Worlds Containing Position ​

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Iterate all voxel worlds in the scene, and return all the ones that contains Position

Get All Voxel Worlds Overlapping Actor ​

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Iterate all voxel worlds in the scene, and return all the ones that overlaps the actor bounding box

Get All Voxel Worlds Overlapping Box ​

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Iterate all voxel worlds in the scene, and return all the ones that overlaps Box

Get Voxel World Containing Position ​

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Iterate all voxel worlds in the scene, and return the first one that contains Position

Get Voxel World Overlapping Actor ​

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Iterate all voxel worlds in the scene, and return the first one that overlaps the actor bounding box

Get Voxel World Overlapping Box ​

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Iterate all voxel worlds in the scene, and return the first one that overlaps Box

Transform Global Box to Voxel Box ​

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Transform a box in global space to voxel space

Transform Voxel Box to Global Box ​

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Transform a box in voxel space to global space

Memory ​

Get Estimated Collisions Memory Usage in MB ​

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Returns the memory used by positions and indices buffers in this voxel world

Should give a rough estimate of how much memory is used for physics

Get Memory Usage in MB ​

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Get the current memory usage of different parts of the plugin

Get Peak Memory Usage in MB ​

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Get the peak memory usage of different parts of the plugin

Log Memory Stats ​

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Log Memory Stats

Get Data Memory Usage in MB ​

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Get Data Memory Usage in MB

Threads ​

Get Number Of Voxel Threads ​

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Get Number Of Voxel Threads

Set Number Of Voxel Threads ​

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Number of threads allocated for the voxel background processing. Setting it too high may impact performance

The threads are shared across all voxel worlds

Can be set using voxel.threading.NumThreads

Voxel Interval ​

Contains ​

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Interval Contains Float

Contains ​

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Interval Contains Int 32

Spawners ​

Mark Spawners Dirty ​

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Mark spawners as dirty so that they don't get trash if they go out of scope

Regenerate Spawners ​

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IVoxelFoliageInterface helpers

// Regenerate spawners in an aera

Coordinates ​

Recompute Component Positions ​

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Update the voxel component positions

Get Neighboring Positions ​

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Get the 8 neighbors in voxel space of GlobalPosition

World Position to Voxel ​

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Convert position from world space to voxel space

World Bounds to Voxel ​

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K2 Global to Local Bounds

World Position to Voxel Float ​

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K2 Global to Local Float

Voxel Position to World ​

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Convert position from voxel space to world space

Voxel Bounds to World ​

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K2 Local to Global Bounds

Voxel Position to World Float ​

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K2 Local to Global Float

Add Event ​

Voxel Placeable Item Manager ​

Event On Clear ​

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On Clear

Event On Generate ​

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On Generate

Voxel ​

Event Init Chunk ​

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Init Chunk

Nodes ​

Event Initialize Collection ​

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Initialize Collection

Event AddItemToWorld ​

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K2 Add Item to World

Event AddItemToWorld ​

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K2 Add Item to World

Event Tick ​

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Called first, before DoEdit and UpdateRender

Note: Tick is a BlueprintImplementableEvent. The native Tick will always be called before.

Event UpdateRender ​

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Might not always be called - if you want to compute things for the frame, use Tick

Cooking ​

Cook Voxel Data ​

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Cook collision meshes and save the result to VoxelCookedData

Can then be loaded using LoadCookedVoxelData

Useful for servers

Cook Voxel Data with Save ​

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Cook collision meshes and save the result to VoxelCookedData

Can then be loaded using LoadCookedVoxelData

Useful for servers

Load Cooked Voxel Data ​

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Loads collision cooked with CookVoxelData

The voxel world must not be created: it won't ever be created, collision meshes will be loaded directly

Note: Only the voxel world collision settings will be applied

Useful for servers

Make Voxel Cooking Settings from Voxel World ​

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Make Voxel Cooking Settings from Voxel World

Data Asset ​

Get Bounds ​

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Get Bounds

Get Size ​

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Get Size

Voxel Data Item Actor ​

Schedule Refresh ​

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Schedule Refresh

Debug ​

Debug Voxels Inside Bounds ​

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Debug Voxels Inside Bounds

Draw Data Octree ​

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Draw Data Octree

Draw Debug Int Box ​

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Draw Debug Int Box

Erosion ​

Get Sediment Texture ​

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Get Sediment Texture

Get Terrain Height Texture ​

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Get Terrain Height Texture

Get Water Height Texture ​

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Get Water Height Texture

Initialize ​

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Initialize

Is Initialized ​

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Is Initialized

Step ​

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Step

Generators ​

Is Valid ​

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Is Valid

Create Color Texture from Generator ​

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Creates a color texture by reading a color output from a generator

Create Color Texture from Generator Async ​

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Creates a color texture by reading a color output from a generator, asynchronously

Create Float Texture from Generator ​

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Creates a float texture by reading a float output from a generator

Create Float Texture from Generator Async ​

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Creates a float texture by reading a float output from a generator, asynchronously

Is Valid ​

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Is Valid Generator Picker

Is Valid ​

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Is Valid Transformable Generator Picker

Make Generator Instance ​

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Creates a new generator instance. Consider using VoxelWorld->GetGeneratorCache()->MakeGeneratorInstance instead

Make Generator Picker from Class ​

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See: MakeGeneratorPickerFromObject

Make Generator Picker from Object ​

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See: MakeGeneratorPickerFromClass, MakeTransformableGeneratorPickerFromObject

Make Transformable Generator Instance ​

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Creates a new transformable generator instance. Consider using VoxelWorld->GetGeneratorCache()->MakeTransformableGeneratorInstance instead

Make Transformable Generator Picker from Class ​

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See: MakeTransformableGeneratorPickerFromObject, MakeGeneratorPickerFromClass

Make Transformable Generator Picker from Object ​

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See: MakeTransformableGeneratorPickerFromClass, MakeGeneratorPickerFromObject

Set Generator Parameter ​

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Set a voxel generator parameter

Set Transformable Generator Parameter ​

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Set a voxel generator parameter

Is Valid ​

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Is Valid

Heightmap Asset ​

Get Height ​

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Get Height

Get Width ​

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Get Width

Voxel Helpers ​

Create Proc Mesh Plane ​

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Create Proc Mesh Plane

Invoker ​

Refresh All Voxel Invokers ​

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Refresh All Voxel Invokers

Material Collection ​

Get Index Material ​

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Get Index Material

Get Material Index ​

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Get the material index from a material or a layer name

Get Materials ​

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Used by paint material customization. Some materials might be null.

Multiplayer ​

Tcp ​

Connect to Server ​

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Connect to a TCP server

Start Server ​

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Start a TCP server

Nodes ​

Create Multiplayer Interface Instance ​

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Create Multiplayer Interface Instance

Get Multiplayer Interface Instance ​

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Get Multiplayer Interface Instance

Voxel Placeable Item Manager ​

Add Data Item ​

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Do not call this directly: call the respective Add Data Item instead!

Draw Debug Line ​

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Draws a line in the world & in the voxel graph preview

Draw Debug Point ​

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Draws a point in the world & in the voxel graph preview

Get Generator Cache ​

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Get Generator Cache

Placeable Items ​

Add Worms ​

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Add Worms

Test ​

Read Values ​

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Read Values

Test Values ​

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Test Values

Tool ​

Transform ​

Get Tool Direction ​

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Get Tool Direction

Get Tool Normal ​

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Get Tool Normal

Get Tool Position ​

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Get Tool Position

Get Tool Preview Position ​

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Get Tool Preview Position

Render ​

Set Tool Overlay Bounds ​

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Set Tool Overlay Bounds

Update Tool Mesh ​

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Note: Material will not be updated if the mesh did not change

Nodes ​

Can Edit ​

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Can Edit

Get Bounds to Cache ​

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Will also debug them

Get Delta Time ​

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Delta time accounting for the skipped frame waiting for updates

Get Last Frame Tick Data ​

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Get Last Frame Tick Data

Get Mouse Movement Size ​

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Get Mouse Movement Size

Get Tick Data ​

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Get Tick Data

Get Value After Axis Input ​

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Get Value After Axis Input

Last Frame Can Edit ​

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Last Frame Can Edit

Voxel Tool Library ​

Update Sphere Overlay Material ​

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Update Sphere Overlay Material

General ​

Create World ​

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Create World

Destroy World ​

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Destroy World

Get Generator Cache ​

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The generator cache allows to reuse generator objects

This is required for DataItemActors to allow for smaller update when moving them

Get Generator Init ​

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Used to init generators

Is Created ​

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Is this world created?

Is Loaded ​

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Has the VoxelRenderer finished loading?

Set Generator Class ​

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Set Generator Class

Set Generator Object ​

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Set Generator Object

Collision ​

Set Collision Response to Channel ​

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Can be called at runtime

World Size ​

Set Render Octree Chunk Size ​

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Set Render Octree Chunk Size

Set Render Octree Depth ​

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Set Render Octree Depth

Set World Size ​

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Set World Size

Nodes ​

Is Voxel Plugin Pro ​

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Is Voxel Plugin Pro

Number Of Cores ​

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Returns the number of cores the CPU has. Ignores hyperthreading unless -usehyperthreading is passed as a command line argument.

Raise Error ​

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Raise Error

Raise Info ​

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Raise Info

Raise Warning ​

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Raise Warning

Make Generator Instance ​

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Creates (or reuse if possible) a new generator instance

Among other things, this is required for DataItemActors to reuse generators, which allows for smaller update when moving them

Make Transformable Generator Instance ​

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Creates (or reuse if possible) a new generator instance

Among other things, this is required for DataItemActors to reuse generators, which allows for smaller update when moving them

Apply Voxel Size ​

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Apply Voxel Size

Set Scene ​

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Set Scene

Apply Voxel Physics ​

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Apply voxel physics in a section of the voxel world by removing floating parts

Make Voxel Line Trace Parameters ​

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Make voxel line trace parameters