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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

GetGroundHeight

Blueprint

Ground height at a world position, read from one snapshot, lock-free.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Query", meta=(AutoCreateRefTerm="Location"))
bool GetGroundHeight(const FVector& Location, double& OutZ, EOrbdaleTerrainPrecision& OutPrecision,
                     EOrbdaleTerrainSurface Surface = EOrbdaleTerrainSurface::Modified) const;
Blueprint Get Ground Height
The graph as text
  1. Get Ground Height (pure function; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Location (Vector): (0.0, 0.0, 0.0)
    • In Surface (EOrbdaleTerrainSurface): Modified
    • Out Out Z (Double): not connected
    • Out Out Precision (EOrbdaleTerrainPrecision): not connected
    • Out Return Value (Boolean): 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
Every member function is game thread unless it says otherwise. (the rule of UOrbdaleTerrainSubsystem)
Blueprint
Get Ground Height, in Orbdale › Terrain › Query

Parameters

NameTypeDefaultMeaning
Locationconst FVector&—

World position, cm; Z is ignored.

OutZdouble&—

World Z of the ground, cm.

OutPrecisionEOrbdaleTerrainPrecision&—

Exact, Approximate (mip pyramid) or NoData.

SurfaceEOrbdaleTerrainSurfaceEOrbdaleTerrainSurface::Modified

Which ground to read: Modified (the default) is the ground as edited.

Returns

false when OutPrecision is NoData (outside the terrain, or no terrain).