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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

SaveTerrainToBytesWithOptions

Blueprint

SaveTerrainToBytes keeping only some owners' features (the editor's authoring layer).

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Save", meta=(AutoCreateRefTerm="Options"))
bool SaveTerrainToBytesWithOptions(const FOrbdaleTerrainSaveOptions& Options, TArray<uint8>& OutBytes) const;
Blueprint Save Terrain to Bytes with Options
The graph as text
  1. Save Terrain to Bytes with Options (pure function; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Options (OrbdaleTerrainSaveOptions): not connected
    • Out Out Bytes (array of Byte): 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
Save Terrain to Bytes with Options, in Orbdale › Terrain › Save

Parameters

NameTypeDefaultMeaning
Optionsconst FOrbdaleTerrainSaveOptions&——
OutBytesTArray<uint8>&——

Returns

false when there is no terrain, an owner domain is out of range, a paged-out code could not be read back, or the save passes 2 GiB (use SaveTerrainToFile).