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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainFollowSubsystem::

RegisterForFollow

Blueprint

Follow 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
  1. 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

NameTypeDefaultMeaning
ComponentUInstancedStaticMeshComponent*——

Returns

false when the component is null or its type is set to Ignore.