Orbdale Terrain · Blueprint · Orbdale › Terrain › Edit
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.
Node
The graph as text
- Get Edit Access At (pure function; Target is Orbdale Terrain Subsystem)
- In Target (self object): self
- In Centre (Vector): (0.0, 0.0, 0.0)
- In Radius (Double): 5000.0
- Out Return Value (EOrbdaleTerrainEditAccess): not connected
- Palette
- Orbdale › Terrain › Edit
- Node
- pure function
- Target
UOrbdaleTerrainSubsystem- Module
- OrbdaleTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Target | Orbdale Terrain Subsystem Object Reference | — | — |
| Centre | Vector | 0, 0, 0 | World cm; Z is ignored. |
| Radius | Float | 5000.0 | The brush radius, cm; the step's window adds one post around it, as ApplyBrush does. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Return Value | EOrbdaleTerrainEditAccess | GetEditAccess's answer when it is not Allowed; otherwise Allowed, or Loading while the ground under the circle is not ready. The sculpt limits are not checked: a radius over |
Description
The question to ask after a load, a teleport or a spawn in a streamed or paged world, where GetEditAccess already answers Allowed once any ground has arrived but the ground under the brush may still be streaming in, or its sculpt may still be paging in from the save.
Loading here means the ground under the circle: a base tile is not resident, a sculpted tile waits for its page, or the natural ground there is not built yet. This only reads: it requests nothing, so ground streams in through the streaming sources (a camera, RegisterInvoker). To wait without polling, use the Wait For Terrain Editable node (UOrbdaleTerrainWaitForEditable), which streams the circle in and fires once this answers Allowed; in C++, bind OnGroundChanged and ask again there.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.