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Orbdale

Orbdale Terrain · OrbdaleTerrainEditor module · member function

UOrbdaleTerrainMaterialLibrary::

MakeLayerTable

Editor onlyBlueprint

Create 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
  1. 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

NameTypeDefaultMeaning
PackageNameconst FString&—

Long package name of the texture.

Rowsconst TArray<FLinearColor>&—

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.