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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSaveAsync::

SaveTerrainToSlotAsync

Blueprint

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Save", meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject", AutoCreateRefTerm="Options", DisplayName="Save Terrain To Slot (Async)"))
static UOrbdaleTerrainSaveAsync* SaveTerrainToSlotAsync(const UObject* WorldContextObject, const FString& SlotName, int32 UserIndex, const FOrbdaleTerrainSaveOptions& Options);
Blueprint Save Terrain To Slot (Async)
The graph as text
  1. Save Terrain To Slot (Async) (latent function)
    • In Slot Name (String): empty
    • In User Index (Integer): 0
    • In Options (OrbdaleTerrainSaveOptions): not connected
    • Then: not connected
    • On Completed: not connected
    • On Failed: not connected
    • Out Ref (OrbdaleTerrainSaveRef): not connected
    • Out Result (EOrbdaleTerrainSaveResult): not connected
    • Out Lost Codes (Integer64): not connected
    • Out Message (String): not connected
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. (the rule of UOrbdaleTerrainSaveAsync)
Blueprint
Save Terrain To Slot (Async), in Orbdale › Terrain › Save

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*—

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

SlotNameconst FString&—

The game's slot name.

UserIndexint32—

The platform user; 0 on desktop.

Optionsconst FOrbdaleTerrainSaveOptions&—

What the save keeps. Left unwired in Blueprint, the default options: every feature is kept.