Orrery Terrain · OrreryTerrainPCG module · class
UOrreryTerrainPCGData
ExperimentalThe terrain as PCG surface data (Tier 3).
Declaration
UCLASS(BlueprintType, ClassGroup=(Procedural))
class UOrreryTerrainPCGData : public UPCGSurfaceData- Header
#include "OrreryTerrainPCGData.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainPCG");in your module’s Build.cs.- Stability
- Experimental: supported, may change in a minor version, with a changelog line.
- Derives from
UPCGSurfaceData- Blueprint
- “Orrery Terrain PCGData”, a Blueprint type
Description
Holds one immutable ground snapshot (a FGroundQuery, plain C++ behind a shared pointer, so the GC never walks it) and answers every sample through SampleGround. The sampling methods read only that snapshot and this object's plain members, so PCG may call them on any worker. Create and Initialize it on the game thread: the query is acquired there.
Each sampled point gets Z and a rotation from the face normal, density, and the attributes of FOrreryTerrainPCGAttributes. Layer weights are named from the layer set (Layer0..Layer15 without one).
Not a landscape: graph inputs that expect ULandscape data cannot see it. Use the Get Orrery Terrain Data node, or Get Actor Data on the terrain actor.
Functions
- Initialize
Bind the data to a snapshot.
- GetSnapshotRevision
The revision of the snapshot this data reads.
- GetEditRevision
The last revision that changed the ground, the CRC's revision.
- GetParams
The sampling parameters.
- GetLayerAttributeName
The attribute name of paint layer Index.
- GetNumLayers
How many layer attributes a point carries (the layer set's count, up to 256; 16 without one, Layer0 to Layer15).
- AddToCrc
- GetBounds
- GetStrictBounds
- SamplePoint
- SamplePoints
- ProjectPoint
- ProjectPoints
- PrepareForSpatialQuery
- CopyInternalprotected
- SupportsBoundedPointDataprotected
- CreatePointData (2 overloads)protected
- CreatePointArrayDataprotected