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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainLibrary::

GetGroundHeightAccurate

Blueprint

The ground height under a position.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Query", meta=(WorldContext="WorldContextObject", AutoCreateRefTerm="Location"))
static bool GetGroundHeightAccurate(const UObject* WorldContextObject, const FVector& Location, double& OutZ, EOrbdaleTerrainPrecision& OutPrecision,
                                    EOrbdaleTerrainAccuracy Accuracy = EOrbdaleTerrainAccuracy::Best,
                                    EOrbdaleTerrainSurface Surface = EOrbdaleTerrainSurface::Modified);
Blueprint Get Ground Height Accurate
The graph as text
  1. Get Ground Height Accurate (function call)
    • In Location (Vector): (0.0, 0.0, 0.0)
    • In Accuracy (EOrbdaleTerrainAccuracy): Best
    • In Surface (EOrbdaleTerrainSurface): Modified
    • Out Out Z (Double): not connected
    • Out Out Precision (EOrbdaleTerrainPrecision): not connected
    • Out Return Value (Boolean): not connected
Header
#include "OrbdaleTerrainLibrary.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread (Blueprint). (the rule of UOrbdaleTerrainLibrary)
Blueprint
Get Ground Height Accurate, in Orbdale › Terrain › Query

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*—

Any object in the world whose terrain is read; supplies the world.

Locationconst FVector&—

World cm; Z is ignored. In Blueprint it can be typed on the node instead of wired.

OutZdouble&—

World Z of the ground, cm; 0 when there is no answer.

OutPrecisionEOrbdaleTerrainPrecision&—

Exact, Approximate, NoData (outside the terrain) or Pending (not at this accuracy yet).

AccuracyEOrbdaleTerrainAccuracyEOrbdaleTerrainAccuracy::Best

See EOrbdaleTerrainAccuracy. A Pending answer (ExactOnly, Coarse) comes back as Pending with the tiles requested; retry on a later revision or use the async nodes, which wait for it.

SurfaceEOrbdaleTerrainSurfaceEOrbdaleTerrainSurface::Modified

Which ground to read (EOrbdaleTerrainSurface); Modified is the current ground.

Returns

false when OutPrecision is NoData or Pending.