Returns the final generated map from a blueprint layer as a WorldMap class.
The WorldMap class contains the worldPartitionTiles dictionary which contains all generated data from the map.
guid
The layer unique guid or layer name as string
Return the final generated map from a blueprint layer as a bool array.
layerName
The blueprint layer name
guid
The unique guid of the layer
GetTileData
TileDataGetTileData(stringlayer,Vector3position)
Returns a tile data from the specified position
layerName
The blueprint layer name
SaveBlueprintStack
Save the complete blueprint layer stack
filePath
The file path including the file name and extension.
LoadBlueprintStack
Load the blueprint stack.
filePath
The file path including the file name and extension.
LoadBlueprintStackAndExecute
Load the blueprint layer stack and execute all blueprint layers.
filePath
The file path including the file name and extension.
ExecuteAllBlueprintLayers
Executes all layers in the blueprint stack
ExecuteBlueprintLayer
Execute single blueprint layer specified by name.
layerName
The blueprint layer name
ExecuteBuildLayer
Execute specific build layer.
layerName
The build layer name
forceRebuild
Force a complete map rebuild or not.
ExecuteAllBuildLayers
Execute all build layers from the build layer stack.
forceCompleteRebuild
Force a complete map rebuild or not.
UpdatePreviewTexture
Update the preview texture (thumbnail) based on the map and color.
(Used by the paint modifier action)
map
The map which should be displayed as texture
color
The color of the preview texture
previousTexture
If not null, the last texture which should be merged with the new one.
ModifyMap
Modify the map at runtime. For this to work, a blueprint layer must have a paint generator assigned.
layerName
The blueprint layer name
x
The x position on the map
y
The y position on the map
value
The map modifier value. True = add tile, False = remove tile
FillMap
Fill paint map by the value (true or false)
layerName
The blueprint layer name with the paint generator
value
The value (true or false)
CopyMap
Copies the last map output and adds it to the paint modifier so that it can be modified manually.
layerName
The blueprint layer name with the paint generator
GetAction
Get an action from the blueprint layer stack by its guid or layer index
layerName
The blueprint layer name
guid or layerIndex
The unique guid of the action or the layer index
SetCustomRandomSeed
Set a custom random seed for the map generation.
When setting a custom random seed the random seed also gets activated. Use DisableCustomRandomSeed, to disable it again.