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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · member function

UOrreryTerrainEditorLibrary::

SampleGroundHeights

Editor onlyBlueprint

Exact ground heights at Points_m (world X and Y, m), waiting until the ground there is resident.

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Editor", meta=(AutoCreateRefTerm="Points_m"))
static TArray<double> SampleGroundHeights(UWorld* World, const TArray<FVector2D>& Points_m, bool& bOutAllExact);
Blueprint Sample Ground Heights
The graph as text
  1. Sample Ground Heights (function call)
    • In World (World object): None
    • In Points M (array of Vector2D): not connected
    • Out Out All Exact (Boolean): not connected
    • Out Return Value (array of Double): not connected
Header
#include "OrreryTerrainEditorLibrary.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrainEditor"); in an editor module’s Build.cs: an editor module, not in packaged games.
Stability
Stable: changes within a major version only add.
Thread
Game thread, editor only. (the rule of UOrreryTerrainEditorLibrary)
Blueprint
Sample Ground Heights, in Orrery › Terrain › Editor

Parameters

NameTypeDefaultMeaning
WorldUWorld*—

The editor world whose terrain is read.

Points_mconst TArray<FVector2D>&—

World X and Y of each point, m.

bOutAllExactbool&—

false when a point is off the terrain or its ground did not load in time (its height is then the approximate one, or 0).

Returns

One world Z per point, m. Python: (heights, all_exact).