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Brass Orrery

Orrery Terrain · OrreryTerrain module · class

UOrreryTerrainNetSubsystem

Experimental

Replicates one world's terrain edits: the server keeps one ordered log of authoritative records and serves a link per client; each client applies the records as a replica and sends its edits as requests.

Declaration

UCLASS()
class UOrreryTerrainNetSubsystem : public UTickableWorldSubsystem
Header
#include "Net/OrreryTerrainNetSubsystem.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Thread
Tier 3, game thread.
Derives from
UTickableWorldSubsystem
Blueprint
“Orrery Terrain Net Subsystem”, a Blueprint type

Description

On a listen or dedicated server it starts at BeginPlay and opens a link (AOrreryTerrainNetLink) for each remote player at login. On a client the link's arrival starts the client side: the Hello, the join, then records. The sculpt component and the async commit nodes route a replica's edits here. Turn it off with UOrreryTerrainSettings::Network.bBuiltInReplication for a game with its own transport, which then uses the terrain subsystem's record stream (AddRecordListener, ApplyTerrainRecord) directly.

Note.

Tier 3, game thread. Game and PIE worlds only. Experimental.

Functions

Properties

NameTypeDefaultMeaning
OnRequestResultBPBlueprintAssignableFOnOrreryTerrainNetResultBP—

Each outcome of this client's requests: refusals, and the answers to undo and feature requests.

OnRequestResultFOnOrreryTerrainNetResult—

C++ twin of OnRequestResultBP, broadcast first, for code that has no UObject to bind (tools, tests).

Game thread.

Blueprint