Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainFollowSubsystem::
RegisterForFollow
BlueprintFollow a component, or tell the subsystem its instances changed in a way it cannot see.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Follow")
bool RegisterForFollow(UInstancedStaticMeshComponent* Component);Blueprint Register for Follow
The graph as text
- Register for Follow (function call; Target is Orrery Terrain Follow Subsystem)
- In Target (self object): self
- In Component (InstancedStaticMeshComponent object): None
- Out Return Value (Boolean): not connected
- Header
#include "OrreryTerrainFollowSubsystem.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread. (the rule of UOrreryTerrainFollowSubsystem)
- Blueprint
- Register for Follow, in Orrery › Terrain › Follow
Description
Instances added to or removed from a tracked component are noticed by their count each tick; call this when that is not enough (an instance replaced by another in the same frame, so the count did not change). A component that is not tracked yet is tracked with the rules of its foliage type, or the defaults. New instances are taken to stand on the ground as it is now: their offset is measured from the Modified ground.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Component | UInstanced | — | — |
Returns
false when the component is null or its type is set to Ignore.