Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSubsystem::
RegisterBrush
BlueprintRegister a brush asset's baked mask with this terrain, so brushes naming its id apply.
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Brush")
EOrbdaleTerrainBrushRegistration RegisterBrush(UOrbdaleTerrainBrushAsset* Asset, FOrbdaleTerrainBrushMaskId& OutId);Blueprint Register Brush
The graph as text
- Register Brush (function call; Target is Orbdale Terrain Subsystem)
- In Target (self object): self
- In Asset (OrbdaleTerrainBrushAsset object): None
- Out Out Id (OrbdaleTerrainBrushMaskId): not connected
- Out Return Value (EOrbdaleTerrainBrushRegistration): 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
- Register Brush, in Orbdale › Terrain › Brush
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Asset | UOrbdale | — | The asset; it must be baked (HasMask). |
OutId | FOrbdale | — | The mask's id on Registered and AlreadyHeld; invalid otherwise. |
Returns
Registered, AlreadyHeld, NoTerrain, NotBaked, Collision or OverBudget.
Note.
Game thread. Works in any world with a terrain, a replica and an editor world included.