Orrery Terrain · Blueprint · Orrery › Terrain › Sculpt
Apply Sculpt Record
Apply one encoded sculpt record (a command or an undo/redo patch) received from the game's replication.
Node
The graph as text
- Apply Sculpt Record (function call; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- In Record Bytes (array of Byte): not connected
- Out Return Value (EOrreryTerrainSculptResult): not connected
- Palette
- Orrery › Terrain › Sculpt
- Node
- function call
- Target
UOrreryTerrainSubsystem- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Target | Orrery Terrain Subsystem Object Reference | — | — |
| Record Bytes | Array of Byte | — | As OnSculptRecordBP (or a request encoder) delivered them. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Return Value | EOrreryTerrainSculptResult | What the record did; Pending on a replica means queued. Malformed bytes, Refused (outside the limits), ReadOnly (an editor world or a call from a listener). |
Description
On the authority it is a client's request. A command is validated against the sculpt limits and re-stamped: its stroke id becomes the authority's (a BeginStroke request binds the client's id to the stroke it opens), and the step index is the authority's own. It is then applied and the authoritative record broadcast. A patch is a request to undo (UndoPatch) or redo (RedoPatch): only its version and kind are read, so EncodeSculptPatch of a patch without tiles is a valid request.
On a replica it is the authority's record. It is queued and applied in order by the tick, never skipped: a record over ground that is still loading holds the queue.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.