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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainCommitAsync::

CommitCorridorAsync

Blueprint

Commit a corridor when its ground is resident.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Edit", meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject", DisplayName="Commit Corridor (Async)"))
static UOrbdaleTerrainCommitAsync* CommitCorridorAsync(const UObject* WorldContextObject, const FOrbdaleTerrainCorridorBP& Corridor, float Timeout = 30.f);
Blueprint Commit Corridor (Async)
The graph as text
  1. Commit Corridor (Async) (latent function)
    • In Corridor (OrbdaleTerrainCorridorBP): not connected
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Completed: not connected
    • On Failed: not connected
    • Out Result (OrbdaleTerrainCommitResult): not connected
    • Out Reason (EOrbdaleTerrainAsyncFailure): not connected
Header
#include "OrbdaleTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
Commit Corridor (Async), in Orbdale › Terrain › Edit

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*——
Corridorconst FOrbdaleTerrainCorridorBP&——
Timeoutfloat30.f—