Another pass
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@@ -60,7 +60,9 @@ public:
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// How many chunks tall this strate is.
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// Each strate can have a different height!
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// Big open caverns = 6-8 chunks, tight tunnels = 3, vertical shaft = 12+
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Dimensions", meta = (ClampMin = "1", ClampMax = "32"))
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// Surface/sky worlds want a high sky-cap ceiling, so they go much taller.
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// 1 chunk = 32 voxels x 25cm = 8 m, so 256 chunks ~= 2 km of vertical strate.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Dimensions", meta = (ClampMin = "1", ClampMax = "256"))
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int32 StrateHeightInChunks = 4;
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//=========================================================================
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@@ -238,6 +240,14 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
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UMaterialInterface* OverrideMaterial = nullptr;
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// Material for the SKY-CAP CEILING tiles of a surface-like strate (the rocky "night sky" overhead).
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// Null = ceiling uses the same material as the ground (OverrideMaterial / default VoxelMaterial).
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// The ceiling casts no shadow, so under it the ground material reads as flat/bright — give the
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// ceiling its own darker/tinted material (or a tinted instance of the terrain material) to sell the
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// "lit from within, dark rock overhead" look. Applies only to tiles classified as ceiling.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
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UMaterialInterface* CeilingMaterial = nullptr;
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// Fog color for this strate (used by a future fog system or post-process)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Strate|Visuals")
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FLinearColor FogColor = FLinearColor(0.05f, 0.05f, 0.1f, 1.0f);
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