Orrery Terrain · Blueprint · Orrery › Terrain › Edit
Commit Corridor (Async)
Commit a corridor when its ground is resident.
Node
Blueprint Commit Corridor (Async)
The graph as text
- Commit Corridor (Async) (latent function)
- In Corridor (OrreryTerrainCorridorBP): not connected
- In Timeout (Float): 30.0
- Then: not connected
- On Completed: not connected
- On Failed: not connected
- Out Result (OrreryTerrainCommitResult): not connected
- Out Reason (EOrreryTerrainAsyncFailure): not connected
- Palette
- Orrery › Terrain › Edit
- Node
- latent function
- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Corridor | Orrery Terrain Corridor BP | — | — |
| Timeout | Float | 30.0 | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| On Completed | Exec | Fires with the committed result (bOk true); Reason is None. |
| On Failed | Exec | Fires when the node gives up, with Reason; Result is refused (bOk false) and its Reason text says why when known. |
| Result | Orrery Terrain Commit Result | — |
| Reason | EOrreryTerrainAsyncFailure | — |
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor. Hidden pins, which the editor fills itself: WorldContextObject.
- WorldContextObject is the world context: hidden where the Blueprint has a world, shown in one without (a function library)
- async action: one exec output per event dispatcher of the action class, and their parameters as data outputs