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Orbdale

Orbdale Terrain · OrbdaleTerrain module · class

UOrbdaleTerrainWaitForEditable

Wait until a brush over one circle would be applied: the answer to "can I edit here now?" after a load, a teleport or a spawn in a streamed or paged world, without polling.

Declaration

UCLASS()
class UOrbdaleTerrainWaitForEditable : public UOrbdaleTerrainAsyncBase
Header
#include "OrbdaleTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
“Orbdale Terrain Wait for Editable”, a Blueprint type

Description

Streams the circle in (temporary invokers, removed when the node finishes) and fires OnReady once UOrbdaleTerrainSubsystem::GetEditAccessAt answers Allowed there: the base tiles under the brush are resident, their sculpt has paged in from the save, and the natural ground is built. Fires in the same frame when it already is. Its invokers go when it fires: start the stroke then (a stroke holds the ground it touches), or keep a streaming source there (a camera, UOrbdaleTerrainSubsystem::RegisterInvoker).

A refusal that waiting cannot fix fails at once with Refused: the circle's centre outside the terrain, a read-only (editor) world, a replica. Loading and a call from a listener keep it waiting. The sculpt limits are not checked: a radius over UOrbdaleTerrainSubsystem::GetSculptLimits().MaxRadius is still Refused by ApplyBrush.

In C++, create it with WaitForEditable, bind OnReady and OnFailed with AddDynamic (both take an EOrbdaleTerrainAsyncFailure), then call Activate.

Functions

  • WaitForEditableBlueprintstatic
  • Beginprotected

    Called once at Activate, with the terrain, before the first Poll.

  • Pollprotected

    Called every frame while waiting.

  • BroadcastFailedprotected

    Fires the node's OnFailed with Reason and the node's failure payload.

Properties

NameTypeDefaultMeaning
OnReadyBlueprintAssignableFOrbdaleTerrainWaitDelegate—

Fires once a brush over the circle would be applied; Reason is None.

OnFailedBlueprintAssignableFOrbdaleTerrainWaitDelegate—

Fires when the node gives up: Refused at once when waiting cannot help, Timeout, or the world or terrain gone.

Blueprint