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Orbdale

Orbdale Terrain · Blueprint · Orbdale › Terrain › Brush

Register Splat

Register a splat asset's baked channel masks with this terrain, and return the splat to paint with.

Node

Blueprint Register Splat
The graph as text
  1. Register Splat (function call; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Asset (OrbdaleTerrainSplatAsset object): None
    • Out Out Splat (OrbdaleTerrainSplat): not connected
    • Out Return Value (EOrbdaleTerrainBrushRegistration): not connected
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Orbdale › Terrain › Brush
Node
function call
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
TargetOrbdale Terrain Subsystem Object Reference——
AssetOrbdale Terrain Splat Asset Object Reference—

The splat asset; at least one channel needs a layer and a baked mask.

Outputs

PinTypeMeaning
Exec outExecRuns next.
Out SplatTerrain Splat

The used channels, in the order red, green, blue, alpha, each with its layer and registered mask id; empty unless the result is Registered or AlreadyHeld.

Return ValueEOrbdaleTerrainBrushRegistration

Registered (at least one mask was new), AlreadyHeld (all were held), NoTerrain, NotBaked (no used channel), Collision or OverBudget (the first failure; masks registered before it stay).

How this page is made

Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.