Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainWaitForGround::
WaitForGround
BlueprintDeclaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(="Locations", ="true", ="WorldContextObject", ="Wait For Terrain Ground"))
static UOrreryTerrainWaitForGround* WaitForGround(const UObject* WorldContextObject, const TArray<FVector>& Locations, float Radius = 50000.f,
bool bCollision = true, float Timeout = 30.f);Blueprint Wait For Terrain Ground
The graph as text
- Wait For Terrain Ground (latent function)
- In Locations (array of Vector): not connected
- In Radius (Float): 50000.0
- In Collision (Boolean): true
- In Timeout (Float): 30.0
- Then: not connected
- On Ready: not connected
- On Failed: not connected
- Out Reason (EOrreryTerrainAsyncFailure): not connected
- Header
#include "OrreryTerrainAsyncActions.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Blueprint
- Wait For Terrain Ground, in Orrery › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
WorldContextObject | const UObject* | — | Any object in the world whose terrain is read; supplies the world. |
Locations | const TArray< | — | World cm; Z is ignored. |
Radius | float | 50000.f | Residency radius around each location, cm. |
bCollision | bool | true | Also wait until the collision of those tiles is built. |
Timeout | float | 30.f | Real seconds before |