Orbdale Terrain · OrbdaleTerrainEditor module · class
UOrbdaleTerrainEditorLibrary
Editor onlyThe terrain editor's scripting API (Python: unreal.OrbdaleTerrainEditorLibrary).
Declaration
UCLASS()
class UOrbdaleTerrainEditorLibrary : public UBlueprintFunctionLibrary- Header
#include "OrbdaleTerrainEditorLibrary.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrainEditor");in an editor module’s Build.cs: an editor module, not in packaged games.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread, editor only.
- Derives from
UBlueprintFunctionLibrary- Blueprint
- “Orbdale Terrain Editor Library”, a Blueprint type
Description
The edits take the editor mode's own paths, so a scripted edit is an edit in the mode: ApplyEditorStroke drives the stroke the brush tools drive (FOrbdaleTerrainBrushStroke, the built-in target, the tools' settings conversion); PlacePlate and PlaceCorridor commit editor-owned features as the feature tools do; each edit is one undoable editor transaction. They need no viewport and no active mode: an edit opens the editor session for its own duration when the mode has none open, and keeps the ground under it resident with a temporary invoker, waiting until it is exact.
The mode and viewport functions (ActivateTerrainMode to TakeEditorShot) drive the level editor for captures: they need the level editor and, for shots, a real renderer.
World arguments may be null: the level editor's world is taken.
Game thread, editor only. Tier 3. Not for game code: the runtime API is UOrbdaleTerrainSubsystem.
Functions
- GetEditorWorldBlueprintstatic
The level editor's world; null without one (a commandlet).
- GetEditorTerrainBlueprintstatic
World's terrain actor, the one its terrain was created from; null when it has no terrain.
- MakeNewTerrainPropertiesBlueprintstatic
A new-terrain properties object with the user's last values (Manage, New): set its fields, then pass it to NewTerrain.
- NewTerrainBlueprintstatic
Create a terrain in World, or replace the source of its terrain, as Manage, New's Create Terrain button does: one undoable "New terrain" transaction.
- ApplyEditorStrokeBlueprintstatic
Apply one brush stroke as the editor mode's brush tool applies it, as one undoable "Terrain stroke" transaction.
- PlacePlateBlueprintstatic
Place an editor-owned plate, as the Plate tool's Enter does: one undoable transaction, kept by the authoring layer and baked by Bake.
- PlaceCorridorBlueprintstatic
Place an editor-owned corridor, as the Corridor tool does.
- UndoEditorEditBlueprintstatic
Undo the editor's last transaction (a stroke, a feature, New) and let the terrain settle.
- BakeAuthoringBlueprintstatic
Bake World's terrain, as Manage, Bake does without its dialog (
UOrbdaleTerrainBake::BakeAuthoring). - HasUnbakedAuthoringBlueprintstatic
Whether World's terrain holds authored edits the bake has not folded in yet: live ones not yet captured, or a captured payload.
- GetStateHashBlueprintstatic
The terrain's StateHash once pending sculpt bakes are done (the bits of a uint64); 0 without a terrain.
- SampleGroundHeightsBlueprintstatic
Exact ground heights at Points_m (world X and Y, m), waiting until the ground there is resident.
- ActivateTerrainModeBlueprintstatic
Activate the terrain editor mode in the level editor.
- StartToolBlueprintstatic
Start a tool of the mode's palette, as its button does: Sculpt, Smooth, Flatten, Paint, GroundClass, Holes, Plate, Corridor, FeatureList or New.
- GetActiveToolBlueprintstatic
The active tool's id; empty when none.
- ConfigureActiveBrushBlueprintstatic
Give the active brush tool Stroke's settings (Stroke.Tool and Path_m are not used), so its ring and HUD show them; Stroke.bInvert holds Shift.
- SetBrushPreviewAtBlueprintstatic
Put the active brush tool's ring (or the Stamp tool's ghost) at Location_m (world X and Y, m) as a hover would, and hold it there while the mouse crosses the viewport.
- ClickActiveToolBlueprintstatic
A click of the active feature tool (Plate, Corridor, FeatureList) or Stamp tool (it places a stamp) at Location_m, world m.
- DragActiveToolBlueprintstatic
A press at From_m, a drag to To_m and a release of the active brush tool (a stroke) or Stamp tool (a stamp centred on From_m whose radius and angle the drag sets), world m, through the mouse's own path.
- SetActiveBrushMaskBlueprintstatic
Pick Brush in the active brush, paint or Stamp tool's palette, as a click on its button does, and set the mask's angle.
- ConfigureActiveStampBlueprintstatic
Give the active Stamp tool its settings.
- IsStampPendingBlueprintstatic
Whether the active Stamp tool has a stamp waiting for its ground (poll it after a click over unloaded ground).
- PressToolKeyBlueprintstatic
Press a key in the terrain mode as the keyboard does in a level viewport: Enter commits a plate or corridor, Escape cancels (a commit waiting for its ground first), BackSpace takes a vertex back, Delete removes the selected feature.
- GetActiveToolHudBlueprintstatic
The HUD lines the active tool draws this frame (brush, Stamp and feature tools), for scripted checks.
- LookAtBlueprintstatic
Point every perspective level viewport at the ground under Target_m (world X and Y, m) from Distance_m away, Pitch_deg below the horizon, looking along Yaw_deg; realtime on.
- TakeEditorShotBlueprintstatic
Write a PNG of the largest editor window after Delay_s, drawing the level viewports first.
- SetBackgroundThrottleBlueprintstatic
Turn the editor's background throttle ("Use Less CPU when in Background") on or off, in memory only.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
k | double | 30.0 | Frames ApplyEditorStroke and the ground waits advance per second of stroke. |
Blueprint
- Activate Terrain ModeOrbdale › Terrain › Editor
- Apply Editor StrokeOrbdale › Terrain › Editor
- Bake AuthoringOrbdale › Terrain › Editor
- Click Active ToolOrbdale › Terrain › Editor
- Configure Active BrushOrbdale › Terrain › Editor
- Configure Active StampOrbdale › Terrain › Editor
- Drag Active ToolOrbdale › Terrain › Editor
- Get Active ToolOrbdale › Terrain › Editor
- Get Active Tool HudOrbdale › Terrain › Editor
- Get Editor TerrainOrbdale › Terrain › Editor
- Get Editor WorldOrbdale › Terrain › Editor
- Get State HashOrbdale › Terrain › Editor
- Has Unbaked AuthoringOrbdale › Terrain › Editor
- Is Stamp PendingOrbdale › Terrain › Editor
- Look AtOrbdale › Terrain › Editor
- Make New Terrain PropertiesOrbdale › Terrain › Editor
- New TerrainOrbdale › Terrain › Editor
- Place CorridorOrbdale › Terrain › Editor
- Place PlateOrbdale › Terrain › Editor
- Press Tool KeyOrbdale › Terrain › Editor
- Sample Ground HeightsOrbdale › Terrain › Editor
- Set Active Brush MaskOrbdale › Terrain › Editor
- Set Background ThrottleOrbdale › Terrain › Editor
- Set Brush Preview AtOrbdale › Terrain › Editor
- Start ToolOrbdale › Terrain › Editor
- Take Editor ShotOrbdale › Terrain › Editor
- Undo Editor EditOrbdale › Terrain › Editor