# 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.