Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSubsystem::
ApplyTerrainRecord
BlueprintApply 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
- 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
| Name | Type | Default | Meaning |
|---|---|---|---|
Record | const FOrbdale | — | — |
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.