Orbdale Terrain · OrbdaleTerrain module · struct
FOrbdaleTerrainBrushBP
One brush application, in Unreal units, for Blueprint and game input.
Declaration
USTRUCT(BlueprintType, meta=(="Terrain Brush"))
struct FOrbdaleTerrainBrushBPThe graph as text
- Make Terrain Brush (structure)
- In Kind (EOrbdaleTerrainBrushKind): Raise
- In Falloff (EOrbdaleTerrainFalloff): Smooth
- In Falloff Start (Double): 0.0
- In Centre (Vector): (0.0, 0.0, 0.0)
- In Radius (Double): 1000.0
- In Strength (Double): 10.0
- In Flatten To (Double): 0.0
- In Flatten Direction (EOrbdaleTerrainFlattenDirection): Both
- In Paint Layer (Integer): 0
- In Paint Opacity (Double): 1.0
- In Channel (Integer): 0
- In Channel Value (Byte): 0
- In Mask (OrbdaleTerrainBrushMaskId): not connected
- In Mask Angle (Double): 0.0
- In Mirror (Boolean): false
- In Square (Boolean): false
- In Bicubic (Boolean): false
- In Mask Aspect (Double): 1.0
- In Stamp Blend (EOrbdaleTerrainStampBlend): Add
- Out Orbdale Terrain Brush BP (OrbdaleTerrainBrushBP): not connected
- Break Terrain Brush (structure)
- In Orbdale Terrain Brush BP (OrbdaleTerrainBrushBP): not connected
- Out Kind (EOrbdaleTerrainBrushKind): not connected
- Out Falloff (EOrbdaleTerrainFalloff): not connected
- Out Falloff Start (Double): not connected
- Out Centre (Vector): not connected
- Out Radius (Double): not connected
- Out Strength (Double): not connected
- Out Flatten To (Double): not connected
- Out Flatten Direction (EOrbdaleTerrainFlattenDirection): not connected
- Out Paint Layer (Integer): not connected
- Out Paint Opacity (Double): not connected
- Out Channel (Integer): not connected
- Out Channel Value (Byte): not connected
- Out Mask (OrbdaleTerrainBrushMaskId): not connected
- Out Mask Angle (Double): not connected
- Out Mirror (Boolean): not connected
- Out Square (Boolean): not connected
- Out Bicubic (Boolean): not connected
- Out Mask Aspect (Double): not connected
- Out Stamp Blend (EOrbdaleTerrainStampBlend): not connected
- Header
#include "TerrainBlueprintTypes.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Blueprint
- “Terrain Brush”, a Blueprint type
Description
The subsystem converts it to the fixed-point OrbdaleTerrain::Native::FBrush (millimetres relative to the terrain origin) before it reaches Tier 1, so strokes replicate as integer commands.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
KindBlueprintReadWrite | EOrbdale | EOrbdale | — |
FalloffBlueprintReadWrite | EOrbdale | EOrbdale | — |
FalloffBlueprintReadWrite | double | 0.0 | The inner part of the radius at full strength, 0 to 1; the falloff runs from there to the edge. Carried in 1/65536 of the radius ( |
CentreBlueprintReadWrite | FVector | FVector:: | World position of the brush centre, cm. Z is ignored. |
RadiusBlueprintReadWrite | double | 1000.0 | cm. |
StrengthBlueprintReadWrite | double | 10.0 | Height change at the centre per application, cm (Raise, Lower, Smooth, Flatten); a Stamp's peak height over FlattenTo (negative digs). |
FlattenBlueprintReadWrite | double | 0.0 | Target world Z for Flatten, cm; a Stamp's base height. |
FlattenBlueprintReadWrite | EOrbdale | EOrbdale | Which way Flatten may move the ground. |
PaintBlueprintReadWrite | int32 | 0 | The material layer for Paint, 0 to 255 (the index in the terrain's layer table, |
PaintBlueprintReadWrite | double | 1.0 | The weight Paint moves PaintLayer toward, 0 to 1 (stored as 0 to 255; 1 paints the layer alone). A post holds up to four layers; a fifth replaces the lightest of them. |
ChannelBlueprintReadWrite | int32 | 0 | Channel index for PaintChannel (the raw path, advanced: ground class; not the paint planes, which only Paint writes). |
ChannelBlueprintReadWrite | uint8 | 0 | — |
MaskBlueprintReadWrite | FOrbdale | — | The brush mask: a texture-shaped weight that scales this brush's effect per post, or a Stamp's shape. Invalid is no mask, and then MaskAngle, bMirror, bSquare, bBicubic and MaskAspect are ignored (ToBrush leaves them at their defaults). The terrain must hold the mask ( |
MaskBlueprintReadWrite | double | 0.0 | The mask's rotation, degrees: a yaw from +X toward +Y, like FRotator::Yaw. Carried in 1/65536 of a turn (0.0055 degrees), wrapped to a turn. Ignored without a mask. |
bBlueprintReadWrite | bool | false | Mirror the mask left to right in the brush's own frame, before the rotation. Ignored without a mask. |
bBlueprintReadWrite | bool | false | The footprint is the mask's own rectangle, rotated with it, corners included, instead of the disc that clips it. Ignored without a mask. |
bBlueprintReadWrite | bool | false | Experimental: sample the mask with the Catmull-Rom cubic instead of bilinearly: smoother where a small mask is magnified, about 2.5 to 3 times the sampling cost. It sets a bit the sculpt record already carries, so it changes no format. Ignored without a mask. |
MaskBlueprintReadWrite | double | 1.0 | The mask's width over its height, 1 for a square mask; carried in 1/256 (0.0039 to 255). Ignored without a mask. |
StampBlueprintReadWrite | EOrbdale | EOrbdale | Stamp only: how the stamp's target meets the ground. Every other kind uses Add whatever this says. |
Blueprint
- Break Terrain BrushMake and Break
- Make Terrain BrushMake and Break