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
- 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
- Palette
- Orbdale › Terrain › Brush
- Node
- function call
- Target
UOrbdaleTerrainSubsystem- Module
- OrbdaleTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Target | Orbdale Terrain Subsystem Object Reference | — | — |
| Asset | Orbdale Terrain Splat Asset Object Reference | — | The splat asset; at least one channel needs a layer and a baked mask. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Out Splat | Terrain 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 Value | EOrbdaleTerrainBrushRegistration | 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.