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Brass Orrery

Orrery Terrain · OrreryTerrainPCG module · class

UPCGGetOrreryTerrainDataSettings

Experimental

Get Orrery Terrain Data: outputs the world's terrain as one surface data over the component's bounds.

Declaration

UCLASS(BlueprintType, ClassGroup=(Procedural), meta=(DisplayName="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

Properties

NameTypeDefaultMeaning
ParamsBlueprintReadWriteFOrreryTerrainPCGParams—

Surface, accuracy, attributes and the point step.

LayerSetBlueprintReadWriteTSoftObjectPtr<UOrreryTerrainLayerSet>—

Names the layer weight attributes (Grass, Rock, ...).

Empty: Layer0 to Layer15.