Orrery Terrain · Blueprint
Blueprint nodes
291 nodes in 23 palette categories, each drawn as the editor shows it, with its pins and the C++ behind it.
Make and Break
- Break Orrery Terrain Bake OptionsEditor only
How
UOrreryTerrainBake::BakeAuthoringbakes. - Break Orrery Terrain Bake ReportEditor only
What a bake did, or why it refused.
- Break Orrery Terrain Brush Tool State
The brush tool's state, for a HUD and for tests (Tier 3 value, no object references).
- Break Orrery Terrain Commit Result
The answer to a construction call.
- Break Orrery Terrain Corridor BP
A linear earthwork (road, rail, canal bank) as Blueprint states it, in cm.
- Break Orrery Terrain Earthworks
What an earthwork does to the ground, in Unreal units: the preview and the committed numbers.
- Break Orrery Terrain Editor Feature ResultEditor only
What PlacePlate or PlaceCorridor did.
- Break Orrery Terrain Editor New ResultEditor only
What NewTerrain did.
- Break Orrery Terrain Editor StrokeEditor only
One brush stroke as a script states it: the tool, its settings as the tool's details panel shows them, and the cursor's path over the ground.
- Break Orrery Terrain Editor Stroke ResultEditor only
What ApplyEditorStroke did.
- Break Orrery Terrain Feature Edit ContextExperimental
The feature a client's Replace or Remove request names, as the server knows it.
- Break Orrery Terrain Feature Info
What the stack knows about one feature.
- Break Orrery Terrain Follow Stats
What the follow subsystem is tracking and has queued.
- Break Orrery Terrain Geo OriginExperimental
Where a tile store's ground sits on the earth: metadata only, never read by the terrain.
- Break Orrery Terrain Ground Sample
One ground answer in Unreal units.
- Break Orrery Terrain Import ResultEditor only
What an importer's scripting entry returns.
- Break Orrery Terrain Keep Out BP
Where along a corridor a keep-out run lies, and whether its ends get a tunnel opening.
- Break Orrery Terrain Layer Entry
One paint layer: what the player calls it and which slice of the material's layer textures it draws.
- Break Orrery Terrain Layer Grass
One grass entry of a paint layer: which ULandscapeGrassType grows where.
- Break Orrery Terrain Layer Weight
One paint layer at a point and its weight: an entry of
FOrreryTerrainGroundSample::Paint. - Break Orrery Terrain Mask Upload InfoExperimental
A brush mask a client offers to upload, as CanAddBrushMask sees it: the mask's size from the offer, and what this player has uploaded so far.
- Break Orrery Terrain Net AckExperimental
The client's acknowledgement (ServerAck, unreliable, 4 Hz): a lost one is replaced by the next.
- Break Orrery Terrain Net HelloExperimental
The client's first message (ServerHello): what both sides must share before anything else travels.
- Break Orrery Terrain Net ResultExperimental
The outcome of one request, sent to its client only (ClientRequestResults).
- Break Orrery Terrain Net SettingsExperimental
The network settings (Project Settings, Orrery Terrain, Network): built-in replication, request rules, pacing and checkpoints.
- Break Orrery Terrain Net StatsExperimental
What the net hub has done so far, for a debug overlay and for tests.
- Break Orrery Terrain Net WelcomeExperimental
The server's answer to an accepted Hello (ClientWelcome): the client's author id and its join.
- Break Orrery Terrain PCGAttributesExperimental
Which attributes the points carry (the Z, rotation and density are always written).
- Break Orrery Terrain PCGParamsExperimental
How a terrain surface data samples.
- Break Orrery Terrain RecordExperimental
One record of the authority's ordered stream: what a game with its own transport relays from OnTerrainRecordBP on the authority to ApplyTerrainRecord on every replica, in Seq order.
- Break Orrery Terrain Render Settings
How a terrain renders: tier, LOD, far field and shadow invalidation (Tier 3 authoring data).
- Break Orrery Terrain Runtime Settings
Runtime settings of one terrain, edited on
AOrreryTerrainActor. - Break Orrery Terrain Rvt Status
What the terrain's colour runtime virtual texture is doing (
UOrreryTerrainSubsystem::GetRvtStatus). - Break Orrery Terrain Save Options
What a terrain save keeps (editor authoring layer).
- Break Orrery Terrain Sculpt Limits
The authority's sculpt rules, edited with the terrain's runtime settings (Tier 3 config).
- Break Orrery Terrain Sculpt State
The sculpt tool's state, for a HUD and for tests (Tier 3 value, no object references).
- Break Orrery Terrain Sculpt Volumes
What one finished stroke moved, in cubic metres, for a costed game (a sculpt beneath a feature is a sculpt cost, never re-charged to construction).
- Break Orrery Terrain Stat Line
One line of the
stat terrainpanel. - Break Orrery Terrain Store ProvenanceExperimental
What a tile store was built from, so an importer can tell whether the host changed since (see IsImportCurrent).
- Break Terrain Brush
One brush application, in Unreal units, for Blueprint and game input.
- Break Terrain Brush Mask Id
A brush mask named by its content hash: the 64-bit hash of its canonical bytes, which is what a sculpt record carries.
- Break Terrain Brush Mask Info
What a terrain's registry says about one mask.
- Break Terrain Ground Change
The ground changed under Bounds.
- Break Terrain Plate
An area earthwork as Blueprint states it: a building pad, yard or apron.
- Break Terrain Save Reference
A terrain save beside a game's save slot, as the game keeps it in its own USaveGame: the file the terrain wrote and the hashes that pair it with this game save.
- Break Terrain Slot Save Result
What saving the terrain to a slot did.
- Break Terrain Splat
A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.
- Break Terrain Splat Channel
One channel of a registered splat: a paint layer and the mask that weights it.
- Make Orrery Terrain Bake OptionsEditor only
How
UOrreryTerrainBake::BakeAuthoringbakes. - Make Orrery Terrain Corridor BP
A linear earthwork (road, rail, canal bank) as Blueprint states it, in cm.
- Make Orrery Terrain Editor StrokeEditor only
One brush stroke as a script states it: the tool, its settings as the tool's details panel shows them, and the cursor's path over the ground.
- Make Orrery Terrain Keep Out BP
Where along a corridor a keep-out run lies, and whether its ends get a tunnel opening.
- Make Orrery Terrain PCGAttributesExperimental
Which attributes the points carry (the Z, rotation and density are always written).
- Make Orrery Terrain PCGParamsExperimental
How a terrain surface data samples.
- Make Orrery Terrain RecordExperimental
One record of the authority's ordered stream: what a game with its own transport relays from OnTerrainRecordBP on the authority to ApplyTerrainRecord on every replica, in Seq order.
- Make Orrery Terrain Save Options
What a terrain save keeps (editor authoring layer).
- Make Terrain Brush
One brush application, in Unreal units, for Blueprint and game input.
- Make Terrain Brush Mask Id
A brush mask named by its content hash: the 64-bit hash of its canonical bytes, which is what a sculpt record carries.
- Make Terrain Plate
An area earthwork as Blueprint states it: a building pad, yard or apron.
- Make Terrain Save Reference
A terrain save beside a game's save slot, as the game keeps it in its own USaveGame: the file the terrain wrote and the hashes that pair it with this game save.
- Make Terrain Splat
A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.
- Make Terrain Splat Channel
One channel of a registered splat: a paint layer and the mask that weights it.
Orrery › Terrain › Brush
- Bake from Pixels
Bake raw single-channel pixels into this asset, replacing any baked mask (game code and tests; the editor bakes from SourceTexture or TiffFile).
- Bake from Pixels
Bake raw 8-bit RGBA pixels into this asset, replacing any baked masks (game code and tests; the editor bakes from SourceTexture).
- Bake from Texture
Bake a texture into this asset with the asset's Usage, Side and Depth.
- Bake from Texture
Bake a texture into this asset.
- Find Brush
The first brush whose asset name is Name, or null.
- Get Brush Mask Info
What the registry says about a mask.
- Get Channel Layer
The layer a channel paints: -1 when the channel is left out.
- Get Channel Mask Id
The id (content hash) of a channel's baked mask; invalid when the channel is not baked.
- Get Mask Bits
Bits a sample of the baked mask; 0 when not baked.
- Get Mask Id
The mask's id: its content hash, which a sculpt record carries.
- Get Mask Side
Samples a side of the baked mask; 0 when not baked.
- Get Splat
The splat as the asset holds it, without a terrain: each used channel's layer and mask id, in channel order.
- Has Mask
Whether the asset holds a baked mask.
- Has Masks
Whether the asset holds at least one baked channel mask that a layer uses.
- Is Brush Mask Known
Whether this terrain holds the mask, so a brush naming it applies.
- Register Brush
Register a brush asset's baked mask with this terrain, so brushes naming its id apply.
- Register Brush Mask from Pixels
Register raw single-channel pixels as a mask, baked with the asset-free defaults of the usage (256 x 256 at 8 bits for a strength mask, 1024 x 1024 at 16 for a height mask).
- Register Brush Set
Register every baked brush of a set.
- Register Splat
Register a splat asset's baked channel masks with this terrain, and return the splat to paint with.
- Unregister Brush Mask
Stop holding a mask.
Orrery › Terrain › Edit
- Commit Corridor
Commit a corridor as one transaction.
- Commit Corridor (Async)
Commit a corridor when its ground is resident.
- Commit Corridor from Spline
Commit a corridor along a spline: the spline centreline replaces Params.Points, sampled every Params.StationSpacing.
- Commit Plate
Commit a plate as one transaction.
- Commit Plate (Async)
Commit a plate when its ground is resident.
- Evaluate Corridor
What a corridor would do, with nothing changed.
- Evaluate Corridor from Spline
What a spline-based corridor would do, with nothing changed.
- Evaluate Plate
What a plate would do, with nothing changed.
- Get Edit Access
Whether sculpting and painting would be accepted now, and if not why: for a UI that greys its tools out.
- Get Edit Access At
GetEditAccess for a brush over one circle: whether a sculpt or paint step there would be applied now rather than answer Pending.
- Get Feature Edit Access
GetEditAccess for committing or removing a feature owned by OwnerDomain.
- Get Feature Info
What the stack knows about a feature; false for an unknown id.
- Remove Feature by Id
Remove a feature by id.
- Remove Features by Owner
Remove every feature an owner stated, one undo step each.
- Stamp Terrain (Async)
- Undo Construction
Undo or redo a construction with the token its commit returned.
- Undo Construction (Async)
- Wait For Terrain Editable
Orrery › Terrain › Editor
- Activate Terrain ModeEditor only
Activate the terrain editor mode in the level editor.
- Apply Editor StrokeEditor only
Apply one brush stroke as the editor mode's brush tool applies it, as one undoable "Terrain stroke" transaction.
- Bake AuthoringEditor only
Bake Actor's authoring layer into a new tile store beside its map and re-point the actor at it.
- Bake AuthoringEditor only
Bake World's terrain, as Manage, Bake does without its dialog (
UOrreryTerrainBake::BakeAuthoring). - Check Import CurrentEditor only
Python and Blueprint entry: IsImportCurrent as a struct, so a stale store still gives Python its reason.
- Click Active ToolEditor only
A click of the active feature tool (Plate, Corridor, FeatureList) or Stamp tool (it places a stamp) at Location_m, world m.
- Configure Active BrushEditor only
Give the active brush tool Stroke's settings (Stroke.Tool and Path_m are not used), so its ring and HUD show them; Stroke.bInvert holds Shift.
- Configure Active StampEditor only
Give the active Stamp tool its settings.
- Describe Geo Tiff FileEditor only
Parse a GeoTIFF without importing it: what v1 would read, or why it would refuse.
- Drag Active ToolEditor only
A press at From_m, a drag to To_m and a release of the active brush tool (a stroke) or Stamp tool (a stamp centred on From_m whose radius and angle the drag sets), world m, through the mouse's own path.
- Get Active ToolEditor only
The active tool's id; empty when none.
- Get Active Tool HudEditor only
The HUD lines the active tool draws this frame (brush, Stamp and feature tools), for scripted checks.
- Get Editor TerrainEditor only
World's terrain actor, the one its terrain was created from; null when it has no terrain.
- Get Editor WorldEditor only
The level editor's world; null without one (a commandlet).
- Get State HashEditor only
The terrain's StateHash once pending sculpt bakes are done (the bits of a uint64); 0 without a terrain.
- Has Unbaked AuthoringEditor only
Whether Actor names an authoring asset that still holds a payload: what the cook refuses and the bake commandlet's -Check reports.
- Has Unbaked AuthoringEditor only
Whether World's terrain holds authored edits the bake has not folded in yet: live ones not yet captured, or a captured payload.
- Import Geo TiffEditor only
Python and Blueprint entry: ImportGeoTiffFiles with the default options and a decimation.
- Import HeightmapEditor only
Python and Blueprint entry: ImportHeightmapFile with the default options.
- Import LandscapeEditor only
Python and Blueprint entry: ImportLandscapeToStore with the default options, the given paint switch and the hide switch.
- Import Raw 16Editor only
Fill a heightmap source asset from a little-endian 16-bit RAW file.
- Is Stamp PendingEditor only
Whether the active Stamp tool has a stamp waiting for its ground (poll it after a click over unloaded ground).
- Look AtEditor only
Point every perspective level viewport at the ground under Target_m (world X and Y, m) from Distance_m away, Pitch_deg below the horizon, looking along Yaw_deg; realtime on.
- Make New Terrain PropertiesEditor only
A new-terrain properties object with the user's last values (Manage, New): set its fields, then pass it to NewTerrain.
- New TerrainEditor only
Create a terrain in World, or replace the source of its terrain, as Manage, New's Create Terrain button does: one undoable "New terrain" transaction.
- Place CorridorEditor only
Place an editor-owned corridor, as the Corridor tool does.
- Place PlateEditor only
Place an editor-owned plate, as the Plate tool's Enter does: one undoable transaction, kept by the authoring layer and baked by Bake.
- Press Tool KeyEditor only
Press a key in the terrain mode as the keyboard does in a level viewport: Enter commits a plate or corridor, Escape cancels (a commit waiting for its ground first), BackSpace takes a vertex back, Delete removes the selected feature.
- Sample Ground HeightsEditor only
Exact ground heights at Points_m (world X and Y, m), waiting until the ground there is resident.
- Set Active Brush MaskEditor only
Pick Brush in the active brush, paint or Stamp tool's palette, as a click on its button does, and set the mask's angle.
- Set Background ThrottleEditor only
Turn the editor's background throttle ("Use Less CPU when in Background") on or off, in memory only.
- Set Brush Preview AtEditor only
Put the active brush tool's ring (or the Stamp tool's ghost) at Location_m (world X and Y, m) as a hover would, and hold it there while the mouse crosses the viewport.
- Start ToolEditor only
Start a tool of the mode's palette, as its button does: Sculpt, Smooth, Flatten, Paint, GroundClass, Holes, Plate, Corridor, FeatureList or New.
- Take Editor ShotEditor only
Write a PNG of the largest editor window after Delay_s, drawing the level viewports first.
- Undo Editor EditEditor only
Undo the editor's last transaction (a stroke, a feature, New) and let the terrain settle.
Orrery › Terrain › Events
- Bind Event to On Ground Changed BP
Blueprint form of OnGroundChanged.
- Bind Event to On Request Result BPExperimental
Each outcome of this client's requests: refusals, and the answers to undo and feature requests.
- Bind Event to On Sculpt Record BP
Every sculpt record the authority applied, as bytes for replication, in order: BeginStroke, one Brush per applied step, EndStroke (before an undo patch, when the undo ended the stroke), UndoPatch and RedoPatch.
- Bind Event to On Stroke Ended BP
A stroke ended, with what it moved in this world (FTerrainWorld::LastStrokeVolumes).
- Bind Event to On Terrain Created BP
Blueprint form of OnTerrainCreated.
- Bind Event to On Terrain Destroyed BP
Blueprint form of OnTerrainDestroyed.
- Bind Event to On Terrain Record BP
Every record the authority applied, in its one order, with its position and author.
- Bind Event to On Terrain Will be Destroyed BP
Blueprint form of OnTerrainWillBeDestroyed.
Orrery › Terrain › Experimental
- EvaluateExperimental
What a Rebuild would do now, with nothing changed: replaces the linked feature in the evaluation.
- Get Feature IdExperimental
The linked feature's id (by FeatureId, else by OwnerKey); FeatureId when the terrain holds neither.
- Get StateExperimental
Where the feature stands against the terrain now.
- Is StaleExperimental
True when the state is Stale: the feature exists, but the spline and parameters as they are now do not build it (they changed since the last build, or another author, a client's request included, replaced the feature).
- RebuildExperimental
Commit the feature from the spline as it is now: replaces the linked feature in place (same id), or adds one.
- Rebuild Spline Feature (Async)Experimental
Rebuild a spline feature once its ground is resident; on a client, ask the server to.
- Remove FeatureExperimental
Remove the linked feature and clear the link (the state becomes Unlinked).
Orrery › Terrain › Follow
- Bind Event to On Ground Moved
Called after the actor's height changed or it was cleared or restored.
- Get Stats
What is tracked and queued.
- Is Cleared
Whether the ground has cleared the actor now (hidden, or about to be destroyed).
- Is Settled
Whether nothing is waiting: every registration and every journal entry seen has been applied.
- Refresh Follow
Drop the records of instances that are gone and register those that are new, on a component already tracked.
- Register for Follow
Follow a component, or tell the subsystem its instances changed in a way it cannot see.
- Reregister
Register again at the actor's current place and height (after moving it on purpose).
- Track Instanced Component
Follow one instanced component with explicit rules; Blueprint form of TrackComponent.
- Untrack Component
Stop following a component; instances stay where they are, hidden ones are restored first.
Orrery › Terrain › Materials
- Check Rvt ReadinessEditor only
Check that Parent can write the terrain RVT, and log one warning per problem.
- Connect Customized UVEditor only
Connect an expression's output to a material's customized UV, which Python cannot name (EMaterialProperty hides them).
- Find WrapperEditor only
The existing wrapper of Parent in Folder, or null.
- Make Layer TableEditor only
Create or refill the layer table: a 256 x 1 RGBA32F texture, one texel per paint layer id, that the terrain material reads with Load (layer ids are 8-bit, so a table replaces four-layers-per-vector parameters).
- Make Texture ArrayEditor only
Create or refill a Texture2DArray from same-sized source textures (a python script cannot reach the array's source-building path).
- Set Wrapper RvtEditor only
Point a wrapper's RVT sample parameter ("TerrainRvt", in MF_TerrainRvt) at an RVT other than the material's default.
- Wrap Actor MaterialEditor only
The wrapper of a terrain actor's Material, in the actor's wrapper folder, made if missing.
- Wrap MaterialEditor only
The wrapper of Parent in Folder, made and saved if missing.
- Wrap Material AsEditor only
The wrapper of Parent at an exact package name, made and saved if missing, re-parented if it wraps another material.
- Wrap MaterialsEditor only
WrapMaterial for each entry, in order; null entries give null.
Orrery › Terrain › Net
- Append Terrain Checkpoint
Append a Checkpoint record to the stream: SyncHash, the sculpt digest and the next feature id here and now.
- Apply Sculpt Request Bytes
Blueprint form of ApplySculptRequest: a sculpt command, or an undo or redo patch (its tiles are ignored), as the sculpt component's OnCommandRequested bytes.
- Apply Terrain Record
Apply one of the authority's records on a replica, in Seq order: every kind in one order (sculpt and stack ops share it, since the keep-out guard reads the stack).
- Get Join RefusalExperimental
Why the server refused this client's join; None while it has not.
- Get Net RoleExperimental
Server, Client, or None (standalone, or replication off).
- Get Net StatsExperimental
Counters of this side: records, bytes, requests, checkpoints, rejoins.
- Get Next Record Seq
The position the authority's next record gets: 1 before the first.
- Is Client LiveExperimental
A client past its join: it applies records and its edits go to the server.
- Is Own FeatureExperimental
The default owner rule: the requesting player's request inserted the feature (Author is RequestAuthor, not 0).
- Load Replica Snapshot
A replica's join: load the authority's save bytes, taken when its next record was Seq + 1, and apply its records from Seq + 1 on.
Orrery › Terrain › Paint
- Find Layer
The index of the layer called Name, or -1.
- Get Layer
The entry at Index, or false when Index is not a layer of this set.
- Num Layers
The number of usable layers: Layers, capped at kMaxLayers.
Orrery › Terrain › Query
- Find Paint Layer
The index of the paint layer a layer set calls Name, or -1.
- Get Bake Wait
Why ground near a plate or corridor is not baked yet, at a place.
- Get Dominant Paint Layer
The heaviest paint layer of a sample, or -1 when the sample has no paint.
- Get First Runtime Feature Id
The first feature id placed at runtime: feature ids below it were loaded with the save (or authored).
- Get Grade Along
Rise over run of the ground along a horizontal direction (0.1 = 10 percent, positive uphill).
- Get Ground Height
Ground height at a world position, read from one snapshot, lock-free.
- Get Ground Height Accurate
The ground height under a position.
- Get Ground Height Range
Lowest and highest ground within a circle, from the resident tiles.
- Get Last Edit Revision
Revision of the last published change to the ground's truth: an edit, an undo or redo, a sculpt or a load.
- Get Paint Weight
The weight, 0 to 1, of a paint layer in a sample (0 when it is not among the sample layers).
- Get Revision
Revision of the published ground; bumps once per published change.
- Get Terrain Actor
The actor that hosts the terrain, or null without one.
- Get Terrain Subsystem
The world terrain subsystem, or null for a world that cannot have one.
- Has Terrain
True when this world has a terrain.
- Is Ground Provider Registered
True while this terrain's provider is the one registered as Orrery.Ground.V3 (and V2).
- Is Read Only
True when the terrain refuses edits by default: the terrain of an editor world.
- Raycast Ground
Analytic ray against the ground: no physics scene, never hits anything but ground.
- Sample Ground
Ground height, normals, slope, paint and class at one position, the fields asked for.
- Sample Ground Batch
Many positions on one snapshot, results in input order.
- Sample Ground Batch (Async)
- Sample Ground Exact (Async)
- Wait For Terrain Ground
Orrery › Terrain › Rendering
- Get Rvt Status
What the terrain's colour RVT is doing, as the renderer last reported it (
FOrreryTerrainRvtStatus). - Is Grass Idle
True when no grass build is pending: the grass has no unbuilt sub-cell, task or waiting result, and no chunk's posts wait for its next tick (
FTerrainGrassSystem::IsIdle, as the renderer last reported it). - Is Rvt Idle
True when the colour RVT has no reason left to produce pages: no edit waiting to invalidate, no settle and no upload boost running (
FOrreryTerrainRvtStatus).
Orrery › Terrain › Save
- Delete Terrain Save
Delete the file a save reference names, when no terrain pages from it.
- Does Terrain Save Exist
Whether the file a save reference names is on disk.
- Get State Hash
Identity of the mutable state (desync checks, save round trips).
- Load Terrain from Bytes
Replace the stack and sculpt layer from bytes, re-bake, publish once.
- Load Terrain From Slot (Async)
- Save Terrain to Bytes
The terrain's mutable state as versioned bytes: feature stack, sculpt layer and the natural ground's identity, never baked tiles.
- Save Terrain to Bytes with Options
SaveTerrainToBytes keeping only some owners' features (the editor's authoring layer).
- Save Terrain To Slot (Async)
Orrery › Terrain › Sculpt
- Apply Brush
Apply one brush step, stated in world cm, under the sculpt limits.
- Apply Sculpt Record
Apply one encoded sculpt record (a command or an undo/redo patch) received from the game's replication.
- Apply Splat
Apply one splat dab: one masked Paint step for each used channel of the splat, in the order red, green, blue, alpha, inside the open stroke, so the whole stroke is one undo however many dabs it holds.
- Begin Drag
Press: open a stroke at the cursor and apply its first step.
- Begin Stroke
Start a stroke, ending an open one first (its EndStroke record and events go out before).
- End Drag
Release: apply the last partial step (one step at the cursor when time has passed since the previous step), then close the stroke (its volumes arrive on OnStrokeEndedBP).
- End Stroke
Finish the open stroke: its before-image joins the bounded ring; broadcasts its record, OnStrokeEndedBP and OnSculptStroke.
- Get Cursor World Position
- Get Dab Count
Dabs the current or last drag has taken, the first one included.
- Get Last Sculpt Refusal
Why the authority's last Refused brush step was refused, in words (a limit, an unknown mask, a stamp over the limits); empty when it has refused nothing.
- Get Queued Steps
Brush steps waiting for the ground under them to load.
- Get Sculpt Limits
The limits this terrain enforces, cm (its settings when it was created); the defaults without a terrain.
- Get Sculpt State
The sculpt tool's state: open stroke, undo and redo depth, ring bytes, replica queue.
- Get Terrain
- Has Cursor Target
False when the cursor ray missed the ground; the brush outline should not be drawn.
- Is Dragging
- Is Waiting for Ground
True while anything waits for cold ground: steps, or a release, press, Undo or Redo queued behind them.
- Redo
Redo the stroke the last Undo took back; queued like Undo while steps wait.
- Redo Stroke
Put back the stroke the last UndoStroke took back.
- Stamp Once
Apply one brush as a one-dab stroke at once: a stamp.
- Undo
Undo the newest stroke in the terrain's ring (ends an open drag first).
- Undo Stroke
Undo the most recent stroke still in the ring, ending an open stroke first.
Orrery › Terrain › Sculpt › Brush
- Clear Splat
Return to the plain brush: a drag lays Brush again.
- Get Splat
The splat a drag lays; empty when the brush is not a splat.
- Scale Radius
Multiply the radius (mouse wheel), clamped to the terrain's sculpt limits.
- Set Brush Kind
- Set Splat
Make the brush a splat: each stroke step of a drag, and SplatOnce, lays up to four masked Paint steps (red to alpha) at the dab's centre and angle instead of one brush step.
Orrery › Terrain › Sculpt › Cursor
- Push Cursor World Position
Supply a resolved cursor directly, skipping ray resolution (External source, and tests).
Orrery › Terrain › Sculpt › Network
- Bind Event to On Command Requested
An encoded sculpt request (begin, step, end, undo or redo), for the game to send to the server.
Orrery › Terrain › Stats
- Get Stat Terrain Lines
The panel's lines as last built; empty while the panel has never been up.
- Get Stat Terrain Rect
The rectangle the panel covered in its last draw, viewport pixels; an invalid box when it was not drawn.
- Is Gpu Cost Measure Running
Whether a GPU measurement runs now.
- Is Stat Terrain Collecting
Whether the time counters collect now.
- Is Stat Terrain Shown
Whether the panel is on for the game viewport of the context's world.
- Set Stat Terrain Anchor
Where to draw the panel, canvas pixels from the top left; a negative Y counts from the bottom of the screen to the panel's bottom.
- Set Stat Terrain Shown
Show or hide the panel on the game viewport of the context's world.
- Start Gpu Cost Measure
Measure what the terrain costs on the GPU: hide the far field, then the whole terrain, about two seconds each, and show them again.
Orrery › Terrain › Streaming
- Register Invoker
Keep full-resolution ground resident around an actor (a construction cursor, a vehicle).
- Unregister Invoker
Orrery › Terrain › Tile Store
- Get Index Blob SizeExperimental
Bytes of the packed index as saved.
- Get Payload SizeExperimental
Bytes of the payload (all stored tiles).
- Get Stored Tile CountExperimental
Tiles stored, every level and field counted (a classed level-0 tile counts twice).
Orrery › Terrain › Tool
- Begin Stroke
Open a stroke at the cursor and apply its first step.
- Cycle Brush Kind
Step through BrushKinds, wrapping.
- Cycle Falloff
Step through the falloff shapes Smooth, Linear, Constant, wrapping.
- Cycle Paint Layer
Step through the paint layers, wrapping.
- End Stroke
Close the open stroke.
- Event DrawToolHUD
Draws the HUD text and the cursor ring on the player's canvas, once per frame while the tool is active.
- Get Hud Rect
The rectangle the tool's text and falloff plot covered in the last HUD draw, canvas pixels; invalid when nothing was drawn.
- Get HUDLines
The HUD text, one entry per line, as the default HUD shows it.
- Get Sculpt Component
The sculpt component the tool drives; added to the owner on first use when it has none.
- Get Tool State
A snapshot of the tool for a HUD of your own.
- Is Pointer Blocked
Whether SetPointerBlocked holds the stroke key back now.
- Is Scripted Stroke Running
- Is Tool Active
- Redo
Redo the stroke the last Undo took back.
- Scale Radius
Multiply the radius by Factor, clamped to the terrain's sculpt limits (at least 1 m).
- Scale Strength
Multiply the strength by Factor, clamped to the terrain's sculpt limits (at least 1 cm).
- Set Brush Kind
Select a brush kind.
- Set Falloff
Select the falloff toward the brush edge, for every brush kind.
- Set Falloff Start
Set where the falloff starts: the inner part of the radius at full strength, for the current brush kind (Flatten keeps its own, every other kind shares one).
- Set Paint Layer
Select the paint layer the Paint brush writes.
- Set Pointer Blocked
Keep the stroke key from opening a stroke, and hide the ring: for a game whose pointer is over its own HUD, or busy turning the view.
- Set Tool Active
Turn the tool on or off.
- Start Scripted Stroke
Run a whole stroke along a straight line with no pointer: for automation, tutorials and tests.
- Step Falloff Start
Move the falloff start by one FalloffStartStep, snapped to the step, between 0 and 1 - step.
- Undo
Undo the newest stroke (ends an open one first).
Orrery › Terrain › Tool › Brush
- Get Splat Brush
The splat SetSplatBrush set; empty when none.
- Set Brush Angle
Set the mask base angle, degrees from +X toward +Y; the rotation mode adds to it.
- Set Brush Mask
Make a baked brush asset the tool brush: register its mask with the terrain, name it in the brush, take the asset's default angle, radius and aspect, and switch to Spacing steps (a patterned mask is laid evenly).
- Set Rotation Mode
Set how each dab turns the mask.
- Set Spacing
Lay dabs by distance: one each time the pointer has moved Fraction of the radius.
- Set Splat Brush
Make a baked splat asset the tool's splat: register its channel masks with the terrain, keep the splat for SplatAt and for drags (the sculpt component lays it at every stroke step), and take the asset's default angle and radius.
- Splat At
Lay the splat once at a place, as a one-dab stroke (one undo): up to four masked Paint steps, red to alpha.
- Stamp At
Stamp the brush once at a place, as a one-dab stroke (one undo).
Orrery › Terrain › Tool › HUD
- Is Hud Hidden
Whether the tool draws nothing now: bShowHUD is off, or the process runs with -SampleShots.
Overridable functions
A Blueprint of the class overrides these from My Blueprint, Functions, Override; they have no node to place.
- Can Add Brush Mask
Whether Controller may upload a brush mask the server does not hold, so its brush steps can use it.
- Can Change Feature
Whether Controller may replace or remove an existing feature: the owner check, asked before CanEdit.
- Can Edit
Whether Controller may make this edit.
- Get Custom Cursor Ray
Supply the cursor ray yourself.