Skip to content
Brass Orrery

Orrery Terrain · Blueprint · Orrery › Terrain › Query

Wait For Terrain Ground

Node

Blueprint Wait For Terrain Ground
The graph as text
  1. Wait For Terrain Ground (latent function)
    • In Locations (array of Vector): not connected
    • In Radius (Float): 50000.0
    • In Collision (Boolean): true
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Ready: not connected
    • On Failed: not connected
    • Out Reason (EOrreryTerrainAsyncFailure): not connected
Palette
Orrery › Terrain › Query
Node
latent function
Module
OrreryTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
LocationsArray of Vector—

World cm; Z is ignored.

RadiusFloat50000.0

Residency radius around each location, cm.

CollisionBooleantrue

Also wait until the collision of those tiles is built.

TimeoutFloat30.0

Real seconds before OnFailed(Timeout); 0 waits for ever.

Outputs

PinTypeMeaning
Exec outExecRuns next.
On ReadyExec

Fires once the ground is resident at every location; Reason is None.

On FailedExec

Fires when the node gives up; Reason says why.

ReasonEOrreryTerrainAsyncFailure—
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