Orbdale Terrain · OrbdaleTerrain module · class
UOrbdaleTerrainSettings
The project's defaults for every terrain: the material, the quality profile, the residency radius, the sculpt undo depth and whether to register the ground provider (Tier 3 configuration).
Declaration
UCLASS(Config=Game, DefaultConfig, meta=(="Orbdale Terrain"))
class UOrbdaleTerrainSettings : public UDeveloperSettings- Header
#include "OrbdaleTerrainSettings.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
UDeveloperSettings
Description
DefaultMaterial is drawn by every terrain whose actor names no Material, and is cooked with the project.
Quality picks the terrain quality profile project-wide (
OrbdaleTerrainQuality); r.OrbdaleTerrain.Quality overrides it, and a terrain's Render.bOverrideFarDetail keeps that terrain's own far ring preset.ResidencyRadius_m, SculptUndoStrokes and bRegisterGroundProvider are the defaults of
AOrbdaleTerrainActor::Settings, read when the actor class loads. An actor whose value equals the project's follows the project; one given another value keeps it. In the editor a change here reaches the loaded actors that follow it at once and re-creates their terrains.
Game thread. Saved to DefaultGame.ini.
Functions
- UOrbdaleTerrainSettings
- Getstatic
The project's settings object (the class default object).
- MigrateLegacyQuality
Reads a profile source stored by an earlier version (Section's key QualityProfile) into Quality, when Config holds no key Quality in Section.
- PostInitProperties
- GetWrapperFolder
The folder generated wrappers fall back to: WrapperFolder when it is a valid long package path, else
Terrain/TerrainWrappersunder the content root. - MakeRuntimeDefaults
The runtime settings these defaults state: residency, undo depth, the provider flag.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
Default | TSoft | — | Surface material of every terrain whose actor names no Material. The heightfield tier needs a terrain wrapper ( |
Quality | EOrbdale | EOrbdale | The terrain quality profile: far detail, sub-post detail, grass density and ray-tracing reach ( Scalability (the default) follows the engine's sg.LandscapeQuality one to one: Low, Medium, High, Epic, Cinematic, so Settings > Engine Scalability Settings and a game's scalability menu drive the terrain too. A fixed level ignores the scalability; Manual applies none. r.OrbdaleTerrain.Quality overrides it at run time. Saved under the key Quality. A project saved by an earlier version (key QualityProfile, three profiles) reads as |
Grass | float | 4.f | Game-thread time per tick, in milliseconds, the grass spends showing the refreshes of terrain edits (road building, sculpting, painting). Each edited chunk's grass is shown whole, so at least one chunk lands per tick whatever this says; a lower value spreads a large edit over more ticks (the grass of the far chunks follows later), a higher one keeps it level with the ground at the cost of a longer tick. The default of r.OrbdaleTerrain.Grass.EditBudgetMs, which overrides it in development builds when it is 0 or more. |
Grass | int32 | 8 | Chunks whose grass refresh after an edit may be building at once. A lower cap spends fewer worker threads on an edit and lets it land over more ticks; a higher one rebuilds a long edit sooner. The default of r.OrbdaleTerrain.Grass.EditChunks, which overrides it in development builds when it is 1 or more. |
Residency | double | 2000.0 | Full-resolution residency radius around each streaming source and invoker, metres. The default of each terrain actor's Settings.ResidencyRadius_m. |
Sculpt | int32 | 32 | Strokes the sculpt undo ring keeps in a game world. The default of each terrain actor's Settings.SculptUndoStrokes. |
b | bool | true | Register terrains as the Orbdale.Ground.V3 provider, so Orbdale modes find the ground. The default of each terrain actor's Settings.bRegisterGroundProvider. |
Save | FString | TEXT("tsterrain") | The file name suffix of a terrain save beside a game's save slot, without the dot. |
Wrapper | FString | — | The content folder (a long package path such as Empty: |
Network | FOrbdale | — | Multiplayer: the built-in replication of terrain edits, its limits on client requests and its pacing. Read when a game or PIE world starts; a game with its own transport turns bBuiltInReplication off. |