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SDF Models

The SDF model decides what kind of world the dungeon is carved out of. Assign one to Voxel SDF Model on the Dungeon actor

An underground cave system. Rooms get extra headroom above the layout, and holes can be punched through the ceiling to let light down into them

Property Default Description
Ceiling Extra Height 800 Extra headroom added above the room height
Enable Ceiling Holes true Punches holes through the cave ceiling, letting light down into the rooms
Ceiling Hole Radius 600 The radius of a ceiling hole
Ceiling Hole Height Offset 400 How far above the ceiling the hole is centred
Max Ceiling Holes Per Room 2 The most holes a single room may get
Ceiling Hole Spawn Probability 0.5 The chance a room gets a ceiling hole at all

An island sitting in water. The platform extends below ground level and the surrounding water slopes away from the shoreline

Property Default Description
Platform Depth 200 How deep the island platform extends below the ground level
Edge Taper Depth 0 Additional depth variation at the platform edges, for a more natural island edge
Water Level 0 The Z height of the water
Shore Slope 0.2 How much the water slopes down away from the island. 0 is flat
Shoreline Extent 4000 The maximum horizontal distance the shoreline reaches out from the island edge
Shoreline Falloff Distance 0 Falloff applied to the shoreline effect, to avoid discontinuities at chunk boundaries
Max Shore Depth 1000 The maximum depth below the water level where the shoreline effect is applied
Shore Depth Cutoff 1000 Hard cutoff. No shore effect is applied beyond this depth below the water level

An island floating in the air, tapering to a tip below it

Property Default Description
Platform Depth 5000 How far the island extends down below the surface
Surface Z 0 The Z height of the island surface
Exp Strength 2.0 How sharply the underside tapers towards the tip
Tip Location Actor none Optional actor marking where the tip points. Leave it empty to use the default
Curl Angle Per Meter 1.5 How much the island curls as it descends
Shape Search Expansion Amount 2000 How far the chunk search bounds are expanded to catch the curled shape