Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainLibrary::
SampleGroundBatch
BlueprintMany positions on one snapshot, results in input order.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(="Locations", ="WorldContextObject"))
static TArray<FOrreryTerrainGroundSample> SampleGroundBatch(const UObject* WorldContextObject, const TArray<FVector>& Locations,
UPARAM(meta=(, ="/Script/OrreryTerrain.EOrreryTerrainSampleFields")) int32 Fields,
EOrreryTerrainAccuracy Accuracy = EOrreryTerrainAccuracy::Best,
EOrreryTerrainSurface Surface = EOrreryTerrainSurface::Modified);Blueprint Sample Ground Batch
The graph as text
- Sample Ground Batch (function call)
- In Locations (array of Vector): not connected
- In Fields (Integer): 0
- In Accuracy (EOrreryTerrainAccuracy): Best
- In Surface (EOrreryTerrainSurface): Modified
- Out Return Value (array of OrreryTerrainGroundSample): not connected
- Header
#include "OrreryTerrainLibrary.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread (Blueprint). (the rule of UOrreryTerrainLibrary)
- Blueprint
- Sample Ground Batch, in Orrery › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
WorldContextObject | const UObject* | — | Any object in the world whose terrain is read; supplies the world. |
Locations | const TArray< | — | World cm. Up to 65,536 per call; the rest are answered NoData, with a warning in the log. |
Fields | int32 | — | A bit mask of |
Accuracy | EOrrery | EOrrery | Best, ExactOnly or Coarse ( |
Surface | EOrrery | EOrrery | Which ground to read ( |
Note.
Use this over a loop of SampleGround: one snapshot, one pass.