Skip to content
Orbdale

Orbdale Terrain · OrbdaleTerrainEditor module · struct

FOrbdaleTerrainEditorStroke

Editor only

One brush stroke as a script states it: the tool, its settings as the tool's details panel shows them, and the cursor's path over the ground.

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainEditorStroke
Blueprint Make and Break Orbdale Terrain Editor Stroke
The graph as text
  1. Make Orbdale Terrain Editor Stroke (structure)
    • In Tool (EOrbdaleTerrainEditorBrush): Sculpt
    • In Invert (Boolean): false
    • In Radius M (Double): 20.0
    • In Strength (Double): 0.5
    • In Step Height M (Double): 0.5
    • In Falloff (EOrbdaleTerrainFalloff): Smooth
    • In Falloff Start (Double): -1.0
    • In Step Rate Hz (Double): 30.0
    • In Flatten Target (EOrbdaleTerrainFlattenTarget): StrokeStart
    • In Flatten Height M (Double): 0.0
    • In Flatten Direction (EOrbdaleTerrainFlattenDirection): Both
    • In Layer (Name): Layer 0
    • In Opacity (Double): 1.0
    • In Ground Class (Integer): 0
    • In Fill Class (Integer): 0
    • In Path M (array of Vector2D): not connected
    • In Frames (Integer): 30
    • Out Orbdale Terrain Editor Stroke (OrbdaleTerrainEditorStroke): not connected
  2. Break Orbdale Terrain Editor Stroke (structure)
    • In Orbdale Terrain Editor Stroke (OrbdaleTerrainEditorStroke): not connected
    • Out Tool (EOrbdaleTerrainEditorBrush): not connected
    • Out Invert (Boolean): not connected
    • Out Radius M (Double): not connected
    • Out Strength (Double): not connected
    • Out Step Height M (Double): not connected
    • Out Falloff (EOrbdaleTerrainFalloff): not connected
    • Out Falloff Start (Double): not connected
    • Out Step Rate Hz (Double): not connected
    • Out Flatten Target (EOrbdaleTerrainFlattenTarget): not connected
    • Out Flatten Height M (Double): not connected
    • Out Flatten Direction (EOrbdaleTerrainFlattenDirection): not connected
    • Out Layer (Name): not connected
    • Out Opacity (Double): not connected
    • Out Ground Class (Integer): not connected
    • Out Fill Class (Integer): not connected
    • Out Path M (array of Vector2D): not connected
    • Out Frames (Integer): not connected
Header
#include "OrbdaleTerrainEditorLibrary.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 Editor Stroke”, a Blueprint type

Description

Metres and world coordinates throughout.

Properties

NameTypeDefaultMeaning
ToolBlueprintReadWriteEOrbdaleTerrainEditorBrushEOrbdaleTerrainEditorBrush::Sculpt

The tool, as the palette names it.

bInvertBlueprintReadWriteboolfalse

Shift held: Sculpt lowers, Holes fill.

Radius_mBlueprintReadWritedouble20.0

Brush radius, m; clamped to 0.5 and the project's Max Radius.

StrengthBlueprintReadWritedouble0.5

Share of Step Height applied at the centre per step, 0 to 1 (height tools).

StepHeight_mBlueprintReadWritedouble0.5

Height change at the centre per step at strength 1, m (height tools).

FalloffBlueprintReadWriteEOrbdaleTerrainFalloffEOrbdaleTerrainFalloff::Smooth—
FalloffStartBlueprintReadWritedouble-1.0

Inner share of the radius at full strength, 0 to 1.

Below 0 (the default, -1): the tool's own value. ApplyEditorStroke then uses the tool's default, as a fresh details panel shows it (0.5 for Flatten, 0 for the other tools; UOrbdaleTerrainBrushToolProperties), and ConfigureActiveBrush leaves the active tool's value as it is.

StepRateHzBlueprintReadWritedouble30.0

Steps per second while the cursor moves; with Frames at 30 a second, the steps of the stroke.

FlattenTargetBlueprintReadWriteEOrbdaleTerrainFlattenTargetEOrbdaleTerrainFlattenTarget::StrokeStart

Flatten: where the target height comes from.

FlattenHeight_mBlueprintReadWritedouble0.0

Flatten, Fixed: the target height, world, m.

FlattenDirectionBlueprintReadWriteEOrbdaleTerrainFlattenDirectionEOrbdaleTerrainFlattenDirection::Both—
LayerBlueprintReadWriteFNameFName(TEXT("Layer 0"))

Paint: a layer name of the terrain's layer table, else Layer 0 to Layer 15.

OpacityBlueprintReadWritedouble1.0

Paint: the weight the layer moves toward, 0.05 to 1.

GroundClassBlueprintReadWriteint320

Ground class: the class to paint, 0 to 7.

FillClassBlueprintReadWriteint320

Holes, inverted: the class a filled hole gets, 0 to 7.

Path_mBlueprintReadWriteTArray<FVector2D>—

The cursor's path, world X and Y in metres: the press at the first point, the release at the last.

FramesBlueprintReadWriteint3230

Frames of 1/30 s the cursor takes along the path, as a drag takes them; at least 1.

Blueprint