Orrery Terrain · Blueprint · Orrery › Terrain › Rendering
Is Grass Idle
True when no grass build is pending: the grass has no unbuilt sub-cell, task or waiting result, and no chunk's posts wait for its next tick (FTerrainGrassSystem::IsIdle, as the renderer last reported it).
Node
Blueprint Is Grass Idle
The graph as text
- Is Grass Idle (pure function; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- Out Return Value (Boolean): not connected
- Palette
- Orrery › Terrain › Rendering
- Node
- pure function
- Target
UOrreryTerrainSubsystem- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Target | Orrery Terrain Subsystem Object Reference | — | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Return Value | Boolean | — |
Description
True when the terrain has no grass, or there is no terrain or renderer. With IsStreamingIdle, !HasPendingChunkWork and IsRvtIdle, what a capture waits on before a shot. Experimental.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.