# This is a simplified example of how a Landscape is treated in the scene graph.
# In Manage mode, you created an Actor. In Verse, you find that Actor.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# We define a struct to hold our landscape settings
# Think of this like a "Loadout" for your terrain
struct TerrainSettings {
ComponentSize: int = 2048
SectionSize: int = 513
}
# When you create a Landscape in Manage mode, UEFN generates an Actor.
# To interact with it in Verse, you'd typically get a reference to it.
# For now, just know: The grey grid you see IS the Actor.
# Example: Getting the landscape component (pseudo-code for understanding)
# landscape_actor := GetLandscapeActor()
# height_at_position := landscape_actor.GetHeight(Vector2{X:100, Y:100})
# The key takeaway: Manage mode sets the Actor's properties.
# Verse reads those properties.
Verse Library
verse
01 Fragment
Defines terrain settings struct and explains how Verse interacts with UEFN Manage Mode actors.
verse-library/landscape-manage-mode/01-fragment.verse