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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

RegisterSplat

Blueprint

Register a splat asset's baked channel masks with this terrain, and return the splat to paint with.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Brush")
EOrbdaleTerrainBrushRegistration RegisterSplat(UOrbdaleTerrainSplatAsset* Asset, FOrbdaleTerrainSplat& OutSplat);
Blueprint Register Splat
The graph as text
  1. Register Splat (function call; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Asset (OrbdaleTerrainSplatAsset object): None
    • Out Out Splat (OrbdaleTerrainSplat): 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 Splat, in Orbdale › Terrain › Brush

Parameters

NameTypeDefaultMeaning
AssetUOrbdaleTerrainSplatAsset*—

The splat asset; at least one channel needs a layer and a baked mask.

OutSplatFOrbdaleTerrainSplat&—

The used channels, in the order red, green, blue, alpha, each with its layer and registered mask id; empty unless the result is Registered or AlreadyHeld.

Returns

Registered (at least one mask was new), AlreadyHeld (all were held), NoTerrain, NotBaked (no used channel), Collision or OverBudget (the first failure; masks registered before it stay).

Note.

Game thread. Works in any world with a terrain.