Orrery Terrain · OrreryTerrainPCG module · class
UOrreryTerrainPCGRefreshComponent
ExperimentalOpt-in: re-run the PCG components on this actor when the ground under them changes (Tier 3).
Declaration
UCLASS(ClassGroup=(Orrery), meta=(, ="Orrery Terrain PCG Refresh"))
class UOrreryTerrainPCGRefreshComponent : public UActorComponent- Header
#include "OrreryTerrainPCGRefresh.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainPCG");in your module’s Build.cs.- Stability
- Experimental: supported, may change in a minor version, with a changelog line.
- Thread
- Game thread.
- Derives from
UActorComponent
Description
Without this component nothing re-runs: a graph keeps what it generated. Put it on the actor that owns the PCG component. The terrain's own regeneration is derived data on each machine and never replicates.
Game thread. The listener is UOrreryTerrainPCGSubsystem.
Functions
- UOrreryTerrainPCGRefreshComponent
- HasPendingChange
Whether a change is waiting for its turn.
- GetPendingBox
The merged box of the changes not yet acted on, world cm.
- OnRegisterprotected
- OnUnregisterprotected
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
ModeBlueprintReadWrite | EOrrery | EOrrery | When to re-run. |
ThrottleBlueprintReadWrite | float | 1.f | Re-runs per second at most in Throttled mode. |
Margin_BlueprintReadWrite | float | 0.f | The changed area grows by this before it meets a component, for graphs that read their neighbours. |
bBlueprintReadWrite | bool | false | Whether a change that only repaints the ground (EGroundChangeWhat::Paint, no height, class, hole, feature or cover change) re-runs the component. Off by default: a graph that reads heights and slopes does not depend on paint. Turn it on for a graph that places by a layer's weight. |