get_landscape_info
Find every ALandscape actor and read its location, scale, bounds, and component layout; use it first to get the actor name and world-to-heightmap vertex mapping for landscape work.
Instructions
Find the terrain and read its geometry: every ALandscape actor in the editor world with its world location and scale, vertex extent (min_x/min_y/max_x/max_y, size_x/size_y) and component layout (component_count, component_size_quads, subsection_size_quads, num_subsections). The first call of any landscape task -- it gives you the actor name the other landscape tools need, and the numbers to convert a world XY into a heightmap vertex. Also the ONLY trustworthy check of where the terrain actually is: the editor's New Landscape dialog treats its Location field as the CENTRE, so a terrain can sit half a world away from the corner you typed; read location here afterwards instead of believing the input. Note it lists ALandscape actors only, not the LandscapeStreamingProxy actors a World-Partition map renders through.
Returns: { landscapes: [{ actor_name, actor_path, location: [x,y,z], scale: [x,y,z], component_size_quads, subsection_size_quads, num_subsections, min_x, min_y, max_x, max_y, size_x, size_y, component_count }], landscape_count: int }
Input Schema
| Name | Required | Description | Default |
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No arguments | |||