Orrery Terrain · OrreryTerrainPCG module · class
UPCGGetOrreryTerrainDataSettings
ExperimentalGet Orrery Terrain Data: outputs the world's terrain as one surface data over the component's bounds.
Declaration
UCLASS(BlueprintType, ClassGroup=(Procedural), meta=(="Get Orrery Terrain Data"))
class UPCGGetOrreryTerrainDataSettings : public UPCGSettings- Header
#include "OrreryTerrainPCGSettings.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
- The element runs on the game thread, where the snapshot is acquired.
- Derives from
UPCGSettings- Blueprint
- “Get Orrery Terrain Data”, a Blueprint type
Description
This is the path the docs teach: the Input node's Landscape pin cannot see a Orrery terrain. The data samples the ground as it is when the node runs; the CRC moves only when the ground is edited, so downstream nodes stay cached through streaming (UOrreryTerrainPCGData::AddToCrc).
Note.
The element runs on the game thread, where the snapshot is acquired. The sampling that follows runs on PCG's workers.
Functions
- InputPinPropertiesprotected
- OutputPinPropertiesprotected
- CreateElementprotected
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
ParamsBlueprintReadWrite | FOrrery | — | Surface, accuracy, attributes and the point step. |
LayerBlueprintReadWrite | TSoft | — | Names the layer weight attributes (Grass, Rock, ...). Empty: Layer0 to Layer15. |