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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

ApplyTerrainRecord

Blueprint

Apply one of the authority's records on a replica, in Seq order: every kind in one order (sculpt and stack ops share it, since the keep-out guard reads the stack).

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Net")
EOrbdaleTerrainRecordApply ApplyTerrainRecord(const FOrbdaleTerrainRecord& Record);
Blueprint Apply Terrain Record
The graph as text
  1. Apply Terrain Record (function call; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Record (OrbdaleTerrainRecord): not connected
    • Out Return Value (EOrbdaleTerrainRecordApply): not connected
Header
#include "OrbdaleTerrainSubsystem.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Blueprint
Apply Terrain Record, in Orbdale › Terrain › Net

Description

The terrain's tick applies it once the ground under it has loaded. Starts applying at Seq 1 on a fresh terrain; after a join, LoadReplicaSnapshot sets the start.

Parameters

NameTypeDefaultMeaning
Recordconst FOrbdaleTerrainRecord&——

Returns

Queued; Rejoin on a Reset or once the replica stopped following (load the authority's bytes again); OutOfOrder, Malformed, Unsupported (Repair), NotReplica, NoTerrain.

Note.

Game thread.