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Brass Orrery

Orrery Terrain · OrreryTerrain module · struct

FOrreryTerrainRuntimeSettings

Runtime settings of one terrain, edited on AOrreryTerrainActor.

Declaration

USTRUCT(BlueprintType)
struct FOrreryTerrainRuntimeSettings
Blueprint Make and Break Orrery Terrain Runtime Settings
The graph as text
  1. 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

NameTypeDefaultMeaning
ResidencyRadius_mBlueprintReadOnlydouble2000.0

Full-resolution residency radius around each streaming source and invoker, metres.

bUseWorldPartitionSourcesBlueprintReadOnlybooltrue

Use World Partition streaming sources; without World Partition the player cameras are the sources.

MaxConcurrentLoadsBlueprintReadOnlyint328

Base-tile loads in flight on the task system at once.

MaxBakeRequestTilesBlueprintReadOnlyint32200

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.

CollisionProfileBlueprintReadOnlyFCollisionProfileNameFCollisionProfileName(UCollisionProfile::BlockAll_ProfileName)

Collision of every chunk.

BlockAll keeps host traces (rail's floor) hitting the terrain.

ClassPhysicalMaterialsBlueprintReadOnlyTArray<TObjectPtr<UPhysicalMaterial>>—

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.

bGenerateNavigationBlueprintReadOnlybooltrue

Export chunks to the navigation system.

SculptRefreshHzBlueprintReadOnlyfloat4.f

Collision swaps and proxy re-creates per second while a sculpt stroke is live.

SculptLimitsBlueprintReadOnlyFOrreryTerrainSculptLimits—

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.

SculptUndoStrokesBlueprintReadOnlyint3232

Strokes the sculpt undo ring keeps; an older stroke becomes permanent.

A client world keeps none: its undo arrives as state.

SculptUndoMegabytesBlueprintReadOnlyint320

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).

bSculptPagingBlueprintReadOnlybooltrue

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: OrreryTerrain.Sculpt.Paging (0 turns it off for every terrain), .GovernSeconds, .MemoryAvailableMB and .MemoryTotalMB (replace the machine's numbers), .PageFileMaxMB (a cap; beyond it the file answers disk full).

RenderStrideBlueprintReadOnlyint321

v0 fixed LOD: one vertex every RenderStride posts (1, 2 or 4).

bRegisterGroundProviderBlueprintReadOnlybooltrue

Register this terrain as the Orrery.Ground.V3 provider.

Blueprint