Orrery Terrain · Blueprint · Orrery › Terrain › Query
Get Ground Height Accurate
The ground height under a position.
Node
The graph as text
- Get Ground Height Accurate (function call)
- In Location (Vector): (0.0, 0.0, 0.0)
- In Accuracy (EOrreryTerrainAccuracy): Best
- In Surface (EOrreryTerrainSurface): Modified
- Out Out Z (Double): not connected
- Out Out Precision (EOrreryTerrainPrecision): not connected
- Out Return Value (Boolean): not connected
- Palette
- Orrery › Terrain › Query
- Node
- function call
- Target
UOrreryTerrainLibrary- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Location | Vector | 0, 0, 0 | World cm; Z is ignored. In Blueprint it can be typed on the node instead of wired. |
| Accuracy | EOrreryTerrainAccuracy | Best | See |
| Surface | EOrreryTerrainSurface | Modified | Which ground to read ( |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Out Z | Float | World Z of the ground, cm; 0 when there is no answer. |
| Out Precision | EOrreryTerrainPrecision | Exact, Approximate, NoData (outside the terrain) or Pending (not at this accuracy yet). |
| Return Value | Boolean | false when OutPrecision is NoData or Pending. |
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)