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Orbdale

Orbdale Terrain · OrbdaleTerrain module · struct

FOrbdaleTerrainSplat

A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.

Declaration

USTRUCT(BlueprintType, meta=(DisplayName="Terrain Splat"))
struct FOrbdaleTerrainSplat
Blueprint Make and Break Terrain Splat
The graph as text
  1. Make Terrain Splat (structure)
    • In Channels (array of OrbdaleTerrainSplatChannel): not connected
    • Out Orbdale Terrain Splat (OrbdaleTerrainSplat): not connected
  2. Break Terrain Splat (structure)
    • In Orbdale Terrain Splat (OrbdaleTerrainSplat): not connected
    • Out Channels (array of OrbdaleTerrainSplatChannel): 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 Splat”, a Blueprint type

Description

A splat dab is one masked Paint step per channel, in that order (ApplySplat); the order is part of the result, so a replay and a replica repeat it exactly.

Functions

  • IsValid

    Whether the splat paints anything.

Properties

NameTypeDefaultMeaning
ChannelsBlueprintReadWriteTArray<FOrbdaleTerrainSplatChannel>—

The used channels, in ascending Channel order (R, G, B, A).

A channel with no layer or no mask is not here.

Blueprint