Orrery Terrain · Blueprint · Orrery › Terrain › Materials
Wrap Actor Material
Editor onlyThe wrapper of a terrain actor's Material, in the actor's wrapper folder, made if missing.
Node
The graph as text
- Wrap Actor Material (function call)
- In Actor (OrreryTerrainActor object): None
- Out Return Value (MaterialInstanceConstant 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
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Actor | Orrery Terrain Actor Object Reference | — | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Return Value | Material Instance Constant Object Reference | The wrapper, or null when none is needed or Material is not a surface material. |
Description
The wrapper is stored in the actor's TerrainMaterial. A null Material, a wrapper, and a special engine material need none, and a material that is not a surface material cannot have one: TerrainMaterial is then cleared, so a stale wrapper never outlives a Material change. When TerrainMaterial changes, a PostEditChangeProperty for it follows, and the actor re-creates its terrain with the new wrapper. The property-changed hook for Material does the same without that event, since the actor's own Material change re-creates the terrain next.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.