Orrery Terrain · OrreryTerrainEditor module · class
UOrreryTerrainStampPreviewComponent
Editor onlyDraws a FOrreryTerrainStampMesh: a translucent, lit, vertex-coloured triangle list in the world (material 0), and its cut cells again through the ground (material 1), never selectable, casting no shadow and colliding with nothing.
Declaration
UCLASS(Transient, NotBlueprintable, ClassGroup = (Orrery))
class UOrreryTerrainStampPreviewComponent : public UMeshComponent- Header
#include "Tools/OrreryTerrainStampPreviewMesh.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainEditor");in an editor module’s Build.cs: an editor module, not in packaged games.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread, editor only.
- Derives from
UMeshComponent
Description
SetMesh replaces the mesh (the render thread builds its buffers); a null or empty mesh draws nothing.
Game thread, editor only. Tier 3.
Functions
- UOrreryTerrainStampPreviewComponent
- SetMesh
Show Mesh (null or empty: draw nothing), moving the component to its origin.
- GetMesh
The mesh drawn; null when nothing is.
- GetVertexCount
- GetTriangleCount
- GetCutTriangleCount
Triangles drawn through the ground.
- CreateSceneProxy
- CalcBounds
- GetNumMaterials
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
k | const TCHAR* const | — | The plugin material the preview draws with : translucent and lit per pixel, one-sided and depth-tested, the vertex colour's RGB as base colour and its alpha as opacity, so the scene's sun shades the mesh by its normals. Nothing draws when it does not load. |
k | const TCHAR* const | — | The plugin material the cut cells draw with a second time (the same script): translucent, unlit, one-sided, depth test off, so a cut shows through today's ground. Its opacity fades in with the cut's depth, carried in UV0.x (the stamp's change, metres), and is hatched in screen space; its red-orange is compensated for the exposure. Without it the cut cells draw only once, hidden by the ground. |