Orrery Terrain · Blueprint · Orrery › Terrain › Save
Save Terrain To Slot (Async)
Node
Blueprint Save Terrain To Slot (Async)
The graph as text
- Save Terrain To Slot (Async) (latent function)
- In Slot Name (String): empty
- In User Index (Integer): 0
- In Options (OrreryTerrainSaveOptions): not connected
- Then: not connected
- On Completed: not connected
- On Failed: not connected
- Out Ref (OrreryTerrainSaveRef): not connected
- Out Result (EOrreryTerrainSaveResult): not connected
- Out Lost Codes (Integer64): not connected
- Out Message (String): not connected
- Palette
- Orrery › Terrain › Save
- Node
- latent function
- Target
UOrreryTerrainSaveAsync- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Slot Name | String | — | The game's slot name. |
| User Index | Integer | 0 | The platform user; 0 on desktop. |
| Options | Orrery Terrain Save Options | — | What the save keeps. Left unwired in Blueprint, the default options: every feature is kept. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| On Completed | Exec | The save landed: keep Ref in the game's save. |
| On Failed | Exec | Nothing was saved: Result says why (ReadFailed with LostCodes above zero for a damaged world), Message in words. |
| Ref | Terrain Save Reference | — |
| Result | EOrreryTerrainSaveResult | — |
| Lost Codes | Integer64 | — |
| Message | String | — |
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