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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · class

UOrreryTerrainStampPreviewComponent

Editor only

Draws 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.

Note.

Game thread, editor only. Tier 3.

Functions

Properties

NameTypeDefaultMeaning
kMaterialPathconst 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.

kCutMaterialPathconst 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.