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Brass Orrery

Orrery Terrain · Blueprint · Orrery › Terrain › Materials

Make Layer Table

Editor 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).

Node

Blueprint Make Layer Table
The graph as text
  1. Make Layer Table (function call)
    • In Package Name (String): empty
    • In Rows (array of LinearColor): not connected
    • Out Return Value (Texture2D object): not connected
Palette
Orrery › Terrain › Materials
Node
function call
Module
OrreryTerrainEditor, editor only: the node is in editor-utility Blueprints, not in packaged games

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
Package NameString—

Long package name of the texture.

RowsArray of Linear Color—

Row i is layer i; missing rows are zero, rows past 256 are an error.

Outputs

PinTypeMeaning
Exec outExecRuns next.
Return ValueTexture 2 D Object Reference

The texture, or null when Rows holds more than 256 entries.

Description

The texel layout is the material's: x the layer's tile size (m), y its displacement amplitude (cm), z its height-map mean (0..1), w 1 where the layer projects onto steep sides. Uncompressed, nearest, no mips, never streamed, so a value reads back exactly. The asset is not saved.

How this page is made

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