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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainWaitForEditable::

WaitForEditable

Blueprint

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Edit", meta=(AutoCreateRefTerm="Centre", BlueprintInternalUseOnly="true", WorldContext="WorldContextObject", DisplayName="Wait For Terrain Editable"))
static UOrbdaleTerrainWaitForEditable* WaitForEditable(const UObject* WorldContextObject, const FVector& Centre, float Radius = 5000.f, float Timeout = 30.f);
Blueprint Wait For Terrain Editable
The graph as text
  1. Wait For Terrain Editable (latent function)
    • In Centre (Vector): (0.0, 0.0, 0.0)
    • In Radius (Float): 5000.0
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Ready: not connected
    • On Failed: not connected
    • Out Reason (EOrbdaleTerrainAsyncFailure): not connected
Header
#include "OrbdaleTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
Wait For Terrain Editable, in Orbdale › Terrain › Edit

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*—

Any object in the world whose terrain is edited; supplies the world.

Centreconst FVector&—

The brush centre, world cm; Z is ignored.

Radiusfloat5000.f

The brush radius, cm.

Timeoutfloat30.f

Real seconds before OnFailed(Timeout); 0 waits for ever.