Orbdale Terrain · OrbdaleTerrainEditor module · struct
FOrbdaleTerrainBakeOptions
Editor onlyHow UOrbdaleTerrainBake::BakeAuthoring bakes.
Declaration
USTRUCT(BlueprintType)
struct FOrbdaleTerrainBakeOptionsBlueprint Make and Break Orbdale Terrain Bake Options
The graph as text
- Make Orbdale Terrain Bake Options (structure)
- In Save (Boolean): true
- In Max Resident Tiles (Integer): 1024
- In Workers (Integer): 0
- Out Orbdale Terrain Bake Options (OrbdaleTerrainBakeOptions): not connected
- Break Orbdale Terrain Bake Options (structure)
- In Orbdale Terrain Bake Options (OrbdaleTerrainBakeOptions): not connected
- Out Save (Boolean): not connected
- Out Max Resident Tiles (Integer): not connected
- Out Workers (Integer): not connected
- Header
#include "Authoring/OrbdaleTerrainBake.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrainEditor");in an editor module’s Build.cs: an editor module, not in packaged games.- Stability
- Stable: changes within a major version only add.
- Blueprint
- “Orbdale Terrain Bake Options”, a Blueprint type
Description
None of these change a stored byte.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
bBlueprintReadWrite | bool | true | Save the new tile store and the pre-bake archive first, then the map and the emptied authoring asset. false keeps every change in memory (tests, and scripts that save themselves). |
MaxBlueprintReadWrite | int32 | 1024 | Base tiles the bake keeps resident at once, apron included: it composes the terrain in bands of that size, so memory stays bounded on any map (about 100 KB a tile). A band never holds fewer tiles than one tile and its apron. |
WorkersBlueprintReadWrite | int32 | 0 | Loader and encoder tasks; 0 = one per worker thread plus the caller, 1 = the game thread alone. |
Blueprint
- Break Orbdale Terrain Bake OptionsMake and Break
- Make Orbdale Terrain Bake OptionsMake and Break