Orrery Terrain · OrreryTerrain module · class
UOrreryTerrainAsyncBase
Common machinery of the latent terrain nodes: a game-thread ticker that polls once per frame, a timeout in real seconds, and a root reference that keeps the node alive until it finishes.
Declaration
UCLASS(Abstract)
class UOrreryTerrainAsyncBase : public UBlueprintAsyncActionBase- Header
#include "OrreryTerrainAsyncActions.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread.
- Derives from
UBlueprintAsyncActionBase
Description
A node finishes exactly once: Completed or Failed. Each node declares its own OnFailed, after its success output and with its signature (see the file comment).
Game thread. The world ending, the terrain being destroyed and the timeout all end in OnFailed.
Functions
- Activate
- BeginDestroy
- BroadcastFailedprotected
Fires the node's OnFailed with Reason and the node's failure payload.
- Pollprotected
Called every frame while waiting.
- Beginprotected
Called once at Activate, with the terrain, before the first Poll.
- Cleanupprotected
Releases anything the node holds (invoker markers).
- Failprotected
Ends the node with a failure.
- Finishprotected
Ends the node: stops the ticker, cleans up, unroots.
- GetTerrainprotected
- StreamAroundprotected
Registers temporary streaming invokers that cover Area grown by Margin_cm (XY, world cm) so the ground streams in without a camera.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
World | TWeak | — | — |
Timeout | float | 30.f | — |
Start | double | 0.0 | — |
Markers | TArray< | — | — |