Orbdale Terrain · OrbdaleTerrain module · class
UOrbdaleTerrainSaveAsync
Save the terrain beside a game's save slot (UOrbdaleTerrainSubsystem::SaveTerrainAsync): fires OnCompleted with the reference to keep in the game's USaveGame, or OnFailed with the result, the lost-code count and a message.
Declaration
UCLASS()
class UOrbdaleTerrainSaveAsync : public UBlueprintAsyncActionBase- Header
#include "OrbdaleTerrainAsyncActions.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread.
- Derives from
UBlueprintAsyncActionBase- Blueprint
- “Orbdale Terrain Save Async”, a Blueprint type
Description
Exactly one of the two fires, on the game thread, possibly in the same frame.
Note.
Game thread. The node lives until it fires; a world that ends first never fires it.
Functions
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
OnBlueprintAssignable | FOrbdale | — | The save landed: keep Ref in the game's save. Result is Ok. |
OnBlueprintAssignable | FOrbdale | — | Nothing was saved: Result says why (ReadFailed with LostCodes above zero for a damaged world), Message in words. |
Blueprint
- Save Terrain To Slot (Async)Orbdale › Terrain › Save