Orrery Terrain · OrreryTerrain module · struct
FOrreryTerrainRuntimeSettings
Runtime settings of one terrain, edited on AOrreryTerrainActor.
Declaration
USTRUCT(BlueprintType)
struct FOrreryTerrainRuntimeSettingsThe graph as text
- Break Orrery Terrain Runtime Settings (structure)
- In Orrery Terrain Runtime Settings (OrreryTerrainRuntimeSettings): not connected
- Out Residency Radius M (Double): not connected
- Out Use World Partition Sources (Boolean): not connected
- Out Max Concurrent Loads (Integer): not connected
- Out Max Bake Request Tiles (Integer): not connected
- Out Collision Profile (CollisionProfileName): not connected
- Out Class Physical Materials (array of PhysicalMaterial object): not connected
- Out Generate Navigation (Boolean): not connected
- Out Sculpt Refresh Hz (Float): not connected
- Out Sculpt Limits (OrreryTerrainSculptLimits): not connected
- Out Sculpt Undo Strokes (Integer): not connected
- Out Sculpt Undo Megabytes (Integer): not connected
- Out Sculpt Paging (Boolean): not connected
- Out Render Stride (Integer): not connected
- Out Register Ground Provider (Boolean): not connected
- Header
#include "TerrainBlueprintTypes.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Blueprint
- “Orrery Terrain Runtime Settings”, a Blueprint type
Description
Tier 3 configuration, read once when the terrain is created. Changing it on a live terrain takes effect on the next CreateTerrain.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
ResidencyBlueprintReadOnly | double | 2000.0 | Full-resolution residency radius around each streaming source and invoker, metres. |
bBlueprintReadOnly | bool | true | Use World Partition streaming sources; without World Partition the player cameras are the sources. |
MaxBlueprintReadOnly | int32 | 8 | Base-tile loads in flight on the task system at once. |
MaxBlueprintReadOnly | int32 | 200 | Base tiles beyond ResidencyRadius_m the terrain may load at once so ground near a plate or corridor can bake. That ground needs everything within about 720 m resident; the terrain asks for what is missing and lets it go once baked. One window is up to 49 tiles at a 1 m cell, and a tile holds about 33 KB of heights plus its paint and ground class, so the default is about 6.6 MB and 3 km². A single window larger than this still gets its turn alone. 0 asks for none: such ground then bakes only once a source comes near, and GetBakeWait answers OverBudget. |
CollisionBlueprintReadOnly | FCollision | FCollision | Collision of every chunk. BlockAll keeps host traces (rail's floor) hitting the terrain. |
ClassBlueprintReadOnly | TArray< | — | Physical material per ground class, indexed by class (0 up to kGroundClasses - 1). An empty list, a missing index or a null entry means the engine's default physical material. Read when a chunk's collision is created; a hole cell (kTerrainHoleClass) has no material. |
bBlueprintReadOnly | bool | true | Export chunks to the navigation system. |
SculptBlueprintReadOnly | float | 4.f | Collision swaps and proxy re-creates per second while a sculpt stroke is live. |
SculptBlueprintReadOnly | FOrrery | — | What the authority accepts from a player's brush: radius, strength, the keep-out margin around tunnel bores and viaducts, and what may be painted. The margin shapes the posts a brush writes, so the server and every client must run the same limits. |
SculptBlueprintReadOnly | int32 | 32 | Strokes the sculpt undo ring keeps; an older stroke becomes permanent. A client world keeps none: its undo arrives as state. |
SculptBlueprintReadOnly | int32 | 0 | Memory the sculpt undo and redo images may keep alive, MiB, height codes and painted channels together; whichever limit is reached first. 0 = no byte limit (the default since the images hold compact codes). |
bBlueprintReadOnly | bool | true | Page sculpt codes to the session page file (Saved/OrreryTerrain/Pages) and let the memory governor keep only nearby codes in RAM when the machine is short. Memory decides when a code is in RAM, never what the ground is. Off keeps every code in RAM. Console variables: |
RenderBlueprintReadOnly | int32 | 1 | v0 fixed LOD: one vertex every RenderStride posts (1, 2 or 4). |
bBlueprintReadOnly | bool | true | Register this terrain as the Orrery.Ground.V3 provider. |
Blueprint
- Break Orrery Terrain Runtime SettingsMake and Break