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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

RegisterBrush

Blueprint

Register 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
  1. 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

NameTypeDefaultMeaning
AssetUOrbdaleTerrainBrushAsset*—

The asset; it must be baked (HasMask).

OutIdFOrbdaleTerrainBrushMaskId&—

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.