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Orbdale

Orbdale Terrain · OrbdaleTerrainPCG module · struct

FOrbdaleTerrainPCGAttributes

Experimental

Which attributes the points carry (the Z, rotation and density are always written).

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainPCGAttributes
Blueprint Make and Break Orbdale Terrain PCGAttributes
The graph as text
  1. Make Orbdale Terrain PCGAttributes (structure)
    • In Height (Boolean): true
    • In Slope (Boolean): true
    • In Ground Class (Boolean): true
    • In Is Hole (Boolean): true
    • In Precision (Boolean): true
    • In Layers (Boolean): true
    • In Only Layers (array of Name): not connected
    • Out Orbdale Terrain PCGAttributes (OrbdaleTerrainPCGAttributes): not connected
  2. Break Orbdale Terrain PCGAttributes (structure)
    • In Orbdale Terrain PCGAttributes (OrbdaleTerrainPCGAttributes): not connected
    • Out Height (Boolean): not connected
    • Out Slope (Boolean): not connected
    • Out Ground Class (Boolean): not connected
    • Out Is Hole (Boolean): not connected
    • Out Precision (Boolean): not connected
    • Out Layers (Boolean): not connected
    • Out Only Layers (array of Name): not connected
Header
#include "OrbdaleTerrainPCGData.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrainPCG"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Blueprint
“Orbdale Terrain PCGAttributes”, a Blueprint type

Properties

NameTypeDefaultMeaning
bHeightBlueprintReadWritebooltrue

Ground height in cm as the attribute Height.

bSlopeBlueprintReadWritebooltrue

Face slope in degrees as Slope.

bGroundClassBlueprintReadWritebooltrue

The ground class at the nearest post as the integer GroundClass.

bIsHoleBlueprintReadWritebooltrue

IsHole, true over a hole (a tunnel opening).

bPrecisionBlueprintReadWritebooltrue

Precision: 0 Exact, 1 Approximate, 2 NoData, 3 Pending (EPrecision).

bLayersBlueprintReadWritebooltrue

One float weight per paint layer, 0 to 1, named from the layer set.

OnlyLayersBlueprintReadWriteTArray<FName>—

The layer attributes to write, by attribute name (the layer set's name, or LayerN).

Empty writes every layer. A graph that reads one or two layers lists them and skips the rest, which is most of the cost of a many-layer set.

Blueprint