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Orbdale

Orbdale Terrain · OrbdaleTerrain module · struct

FOrbdaleTerrainRecord

Experimental

One record of the authority's ordered stream: what a game with its own transport relays from OnTerrainRecordBP on the authority to ApplyTerrainRecord on every replica, in Seq order.

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainRecord
Blueprint Make and Break Orbdale Terrain Record
The graph as text
  1. Make Orbdale Terrain Record (structure)
    • In Kind (EOrbdaleTerrainRecordKind): Sculpt
    • In Seq (Integer64): 0
    • In Author (Integer): 0
    • In Bytes (array of Byte): not connected
    • Out Orbdale Terrain Record (OrbdaleTerrainRecord): not connected
  2. Break Orbdale Terrain Record (structure)
    • In Orbdale Terrain Record (OrbdaleTerrainRecord): not connected
    • Out Kind (EOrbdaleTerrainRecordKind): not connected
    • Out Seq (Integer64): not connected
    • Out Author (Integer): not connected
    • Out Bytes (array of Byte): not connected
Header
#include "Net/TerrainNetTypes.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Blueprint
“Orbdale Terrain Record”, a Blueprint type

Properties

NameTypeDefaultMeaning
KindBlueprintReadWriteEOrbdaleTerrainRecordKindEOrbdaleTerrainRecordKind::Sculpt—
SeqBlueprintReadWriteint640

Its position in the stream: consecutive from 1, every replica applies them in this order.

A Repair carries the position it follows.

AuthorBlueprintReadWriteint320

Who made the edit: 0 is the server or the listen host, then one id per connection.

BytesBlueprintReadWriteTArray<uint8>—

The payload of its kind, as the net record codec writes it (NetRecord.h).

Blueprint