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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · struct

FOrreryLandscapeImportOptions

Editor only

Settings of one Landscape import.

Declaration

struct FOrreryLandscapeImportOptions
Header
#include "OrreryTerrainLandscapeImport.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrainEditor"); in an editor module’s Build.cs: an editor module, not in packaged games.
Stability
Stable: changes within a major version only add.

Properties

NameTypeDefaultMeaning
MaxMipLeveluint86

Deepest mip level to build, 0..15.

bImportPaintbooltrue

Import the paint layers as the store's natural paint (the paint slot planes: the kPaintSlots strongest a post).

LayerMapTMap<FName, uint8>—

Paint layer name to output layer id, 0..255; several layers may share an id (their weights add).

Empty: the layers keep the order of ULandscapeInfo::Layers. Either way the Landscape may hold at most 256 paint layers. When set, it must name every paint layer of the Landscape.

bHideSourceAfterImportboolfalse

After a successful import, hide the source Landscape and every proxy of it: hidden in game, no collision, not used for navigation, and editor-only so it does not cook.

One undoable editor transaction. The Landscape's host hash does not change, so IsImportCurrent stays true.

MaxWorkingBytesint64int64(1) << 30

Refuse an import whose read buffers would need more than this many bytes at once.

BuildFOrreryTerrainTileStoreBuildOptions—

How the store is compressed.