Skip to content
Orbdale

Orbdale Terrain · OrbdaleTerrain module · struct

FOrbdaleTerrainSplatChannel

One channel of a registered splat: a paint layer and the mask that weights it.

Declaration

USTRUCT(BlueprintType, meta=(DisplayName="Terrain Splat Channel"))
struct FOrbdaleTerrainSplatChannel
Blueprint Make and Break Terrain Splat Channel
The graph as text
  1. Make Terrain Splat Channel (structure)
    • In Channel (Integer): 0
    • In Layer (Integer): 0
    • In Mask (OrbdaleTerrainBrushMaskId): not connected
    • Out Orbdale Terrain Splat Channel (OrbdaleTerrainSplatChannel): not connected
  2. Break Terrain Splat Channel (structure)
    • In Orbdale Terrain Splat Channel (OrbdaleTerrainSplatChannel): not connected
    • Out Channel (Integer): not connected
    • Out Layer (Integer): not connected
    • Out Mask (OrbdaleTerrainBrushMaskId): 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 Channel”, a Blueprint type

Properties

NameTypeDefaultMeaning
ChannelBlueprintReadWriteint320

The channel of the splat image: 0 red, 1 green, 2 blue, 3 alpha.

LayerBlueprintReadWriteint320

The paint layer this channel paints (the index in the terrain's layer table), 0 to 255.

MaskBlueprintReadWriteFOrbdaleTerrainBrushMaskId—

The channel's baked mask, registered with the terrain (UOrbdaleTerrainSubsystem::RegisterSplat).

Blueprint