get_landscape_height_at
Sample terrain height at a world coordinate to place actors, check water levels, or verify terrain flatness without collision or PIE.
Instructions
How high is the ground here: sample the terrain surface height (world Z) at one world (x, y) -- the tool for placing an actor on the terrain, checking a spawn point is above water, or proving a region is not flat. Reads the heightmap texture directly (FHeightmapAccessor + bilinear interpolation), so unlike raycast_scene it needs NO collision, NO PIE and no cooked physics: it answers in the editor world where a line trace just misses the landscape. Honest at the edges -- outside the extent it clamps to the nearest vertex and says in_bounds=false, and it reports the (col,row) vertex it sampled so you can verify the pixel-to-world mapping. Use export_landscape_heightmap instead when the question is about the WHOLE terrain (min/max, unfilled regions, did an import land): a handful of probes has repeatedly suggested flips and offsets that were not there.
Returns: { landscape_actor_name: string, x: number, y: number, height: number, vertex: [int, int], in_bounds: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | World-space X coordinate to sample | |
| y | No | World-space Y coordinate to sample | |
| landscape_actor_name | No | Optional landscape actor name or label, defaults to first found |