Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSubsystem::
LoadTerrainFromBytes
BlueprintReplace the stack and sculpt layer from bytes, re-bake, publish once.
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Save")
EOrbdaleTerrainLoadResult LoadTerrainFromBytes(const TArray<uint8>& Bytes);Blueprint Load Terrain from Bytes
The graph as text
- Load Terrain from Bytes (function call; Target is Orbdale Terrain Subsystem)
- In Target (self object): self
- In Bytes (array of Byte): not connected
- Out Return Value (EOrbdaleTerrainLoadResult): 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
- Load Terrain from Bytes, in Orbdale › Terrain › Save
Description
A failed load changes nothing. Refused on a read-only terrain and from inside a ground-changed broadcast.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Bytes | const TArray< | — | — |