Orbdale Terrain · OrbdaleTerrainEditor module · member function
UOrbdaleTerrainMaterialLibrary::
MakeLayerTable
Editor onlyBlueprintCreate or refill the layer table: a 256 x 1 RGBA32F texture, one texel per paint layer id, that the terrain material reads with Load (layer ids are 8-bit, so a table replaces four-layers-per-vector parameters).
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Materials")
static UTexture2D* MakeLayerTable(const FString& PackageName, const TArray<FLinearColor>& Rows);Blueprint Make Layer Table
The graph as text
- Make Layer Table (function call)
- In Package Name (String): empty
- In Rows (array of LinearColor): not connected
- Out Return Value (Texture2D object): not connected
- Header
#include "OrbdaleTerrainMaterialLibrary.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
- Editor, game thread. (the rule of UOrbdaleTerrainMaterialLibrary)
- Blueprint
- Make Layer Table, in Orbdale › Terrain › Materials
Description
The texel layout is the material's: x the layer's tile size (m), y its displacement amplitude (cm), z its height-map mean (0..1), w 1 where the layer projects onto steep sides. Uncompressed, nearest, no mips, never streamed, so a value reads back exactly. The asset is not saved.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
PackageName | const FString& | — | Long package name of the texture. |
Rows | const TArray< | — | Row i is layer i; missing rows are zero, rows past 256 are an error. |
Returns
The texture, or null when Rows holds more than 256 entries.