Orrery Terrain · OrreryTerrain module · struct
FOrreryTerrainSplat
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=(="Terrain Splat"))
struct FOrreryTerrainSplatBlueprint Make and Break Terrain Splat
The graph as text
- Make Terrain Splat (structure)
- In Channels (array of OrreryTerrainSplatChannel): not connected
- Out Orrery Terrain Splat (OrreryTerrainSplat): not connected
- Break Terrain Splat (structure)
- In Orrery Terrain Splat (OrreryTerrainSplat): not connected
- Out Channels (array of OrreryTerrainSplatChannel): 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
- “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
| Name | Type | Default | Meaning |
|---|---|---|---|
ChannelsBlueprintReadWrite | TArray< | — | The used channels, in ascending Channel order (R, G, B, A). A channel with no layer or no mask is not here. |
Blueprint
- Break Terrain SplatMake and Break
- Make Terrain SplatMake and Break