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Orbdale

Orbdale Terrain · Blueprint · Orbdale › Terrain › Sculpt

Apply Brush

Apply one brush step, stated in world cm, under the sculpt limits.

Node

Blueprint Apply Brush
The graph as text
  1. Apply Brush (function call; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Stroke (Integer64): 0
    • In Brush (OrbdaleTerrainBrushBP): not connected
    • Out Return Value (EOrbdaleTerrainSculptResult): not connected
Palette
Orbdale › Terrain › Sculpt
Node
function call
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
TargetOrbdale Terrain Subsystem Object Reference——
StrokeInteger640—
BrushTerrain Brush——

Outputs

PinTypeMeaning
Exec outExecRuns next.
Return ValueEOrbdaleTerrainSculptResult

Applied, NoChange, Pending, Refused (the limits: radius, strength, a channel or value a player may not paint), OutOfOrder (not the open stroke), NoTerrain or ReadOnly (an editor world, a replica, or a call from a listener).

Description

Heights publish every applied step; collision swaps and proxy re-creates are throttled to FOrbdaleTerrainRuntimeSettings::SculptRefreshHz, plus once at EndStroke. An applied step (Applied or NoChange) is broadcast as a record. A step over ground that is still loading answers Pending and is dropped: nothing changes and nothing is sent, and the ground under it is requested, so the same step applies once it has arrived. GetEditAccessAt, or the Wait For Terrain Editable node, says beforehand whether a brush there would apply.

A Refused step never applies: retrying it changes nothing. The first refusal of a stroke for a reason logs a Warning naming the value and the limit (a 120 m brush against the default 100 m Max Radius, for example); GetSculptLimits returns the limits.

How this page is made

Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.