Orrery Terrain · Blueprint category
Make and Break
The Make and Break nodes of the plugin’s Blueprint structures. The palette offers them from a pin of the structure’s type, and in the search.
- Break Orrery Terrain Bake OptionsEditor only
How
structureUOrreryTerrainBake::BakeAuthoringbakes. - Break Orrery Terrain Bake ReportEditor only
What a bake did, or why it refused.
structure - Break Orrery Terrain Brush Tool State
The brush tool's state, for a HUD and for tests (Tier 3 value, no object references).
structure - Break Orrery Terrain Commit Result
The answer to a construction call.
structure - Break Orrery Terrain Corridor BP
A linear earthwork (road, rail, canal bank) as Blueprint states it, in cm.
structure - Break Orrery Terrain Earthworks
What an earthwork does to the ground, in Unreal units: the preview and the committed numbers.
structure - Break Orrery Terrain Editor Feature ResultEditor only
What PlacePlate or PlaceCorridor did.
structure - Break Orrery Terrain Editor New ResultEditor only
What NewTerrain did.
structure - Break Orrery Terrain Editor StrokeEditor only
One brush stroke as a script states it: the tool, its settings as the tool's details panel shows them, and the cursor's path over the ground.
structure - Break Orrery Terrain Editor Stroke ResultEditor only
What ApplyEditorStroke did.
structure - Break Orrery Terrain Feature Edit ContextExperimental
The feature a client's Replace or Remove request names, as the server knows it.
structure - Break Orrery Terrain Feature Info
What the stack knows about one feature.
structure - Break Orrery Terrain Follow Stats
What the follow subsystem is tracking and has queued.
structure - Break Orrery Terrain Geo OriginExperimental
Where a tile store's ground sits on the earth: metadata only, never read by the terrain.
structure - Break Orrery Terrain Ground Sample
One ground answer in Unreal units.
structure - Break Orrery Terrain Import ResultEditor only
What an importer's scripting entry returns.
structure - Break Orrery Terrain Keep Out BP
Where along a corridor a keep-out run lies, and whether its ends get a tunnel opening.
structure - Break Orrery Terrain Layer Entry
One paint layer: what the player calls it and which slice of the material's layer textures it draws.
structure - Break Orrery Terrain Layer Grass
One grass entry of a paint layer: which ULandscapeGrassType grows where.
structure - Break Orrery Terrain Layer Weight
One paint layer at a point and its weight: an entry of
structureFOrreryTerrainGroundSample::Paint. - Break Orrery Terrain Mask Upload InfoExperimental
A brush mask a client offers to upload, as CanAddBrushMask sees it: the mask's size from the offer, and what this player has uploaded so far.
structure - Break Orrery Terrain Net AckExperimental
The client's acknowledgement (ServerAck, unreliable, 4 Hz): a lost one is replaced by the next.
structure - Break Orrery Terrain Net HelloExperimental
The client's first message (ServerHello): what both sides must share before anything else travels.
structure - Break Orrery Terrain Net ResultExperimental
The outcome of one request, sent to its client only (ClientRequestResults).
structure - Break Orrery Terrain Net SettingsExperimental
The network settings (Project Settings, Orrery Terrain, Network): built-in replication, request rules, pacing and checkpoints.
structure - Break Orrery Terrain Net StatsExperimental
What the net hub has done so far, for a debug overlay and for tests.
structure - Break Orrery Terrain Net WelcomeExperimental
The server's answer to an accepted Hello (ClientWelcome): the client's author id and its join.
structure - Break Orrery Terrain PCGAttributesExperimental
Which attributes the points carry (the Z, rotation and density are always written).
structure - Break Orrery Terrain PCGParamsExperimental
How a terrain surface data samples.
structure - Break Orrery Terrain RecordExperimental
One record of the authority's ordered stream: what a game with its own transport relays from OnTerrainRecordBP on the authority to ApplyTerrainRecord on every replica, in Seq order.
structure - Break Orrery Terrain Render Settings
How a terrain renders: tier, LOD, far field and shadow invalidation (Tier 3 authoring data).
structure - Break Orrery Terrain Runtime Settings
Runtime settings of one terrain, edited on
structureAOrreryTerrainActor. - Break Orrery Terrain Rvt Status
What the terrain's colour runtime virtual texture is doing (
structureUOrreryTerrainSubsystem::GetRvtStatus). - Break Orrery Terrain Save Options
What a terrain save keeps (editor authoring layer).
structure - Break Orrery Terrain Sculpt Limits
The authority's sculpt rules, edited with the terrain's runtime settings (Tier 3 config).
structure - Break Orrery Terrain Sculpt State
The sculpt tool's state, for a HUD and for tests (Tier 3 value, no object references).
structure - Break Orrery Terrain Sculpt Volumes
What one finished stroke moved, in cubic metres, for a costed game (a sculpt beneath a feature is a sculpt cost, never re-charged to construction).
structure - Break Orrery Terrain Stat Line
One line of the
structurestat terrainpanel. - Break Orrery Terrain Store ProvenanceExperimental
What a tile store was built from, so an importer can tell whether the host changed since (see IsImportCurrent).
structure - Break Terrain Brush
One brush application, in Unreal units, for Blueprint and game input.
structure - Break Terrain Brush Mask Id
A brush mask named by its content hash: the 64-bit hash of its canonical bytes, which is what a sculpt record carries.
structure - Break Terrain Brush Mask Info
What a terrain's registry says about one mask.
structure - Break Terrain Ground Change
The ground changed under Bounds.
structure - Break Terrain Plate
An area earthwork as Blueprint states it: a building pad, yard or apron.
structure - Break Terrain Save Reference
A terrain save beside a game's save slot, as the game keeps it in its own USaveGame: the file the terrain wrote and the hashes that pair it with this game save.
structure - Break Terrain Slot Save Result
What saving the terrain to a slot did.
structure - Break Terrain Splat
A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.
structure - Break Terrain Splat Channel
One channel of a registered splat: a paint layer and the mask that weights it.
structure - Make Orrery Terrain Bake OptionsEditor only
How
structureUOrreryTerrainBake::BakeAuthoringbakes. - Make Orrery Terrain Corridor BP
A linear earthwork (road, rail, canal bank) as Blueprint states it, in cm.
structure - Make Orrery Terrain Editor StrokeEditor only
One brush stroke as a script states it: the tool, its settings as the tool's details panel shows them, and the cursor's path over the ground.
structure - Make Orrery Terrain Keep Out BP
Where along a corridor a keep-out run lies, and whether its ends get a tunnel opening.
structure - Make Orrery Terrain PCGAttributesExperimental
Which attributes the points carry (the Z, rotation and density are always written).
structure - Make Orrery Terrain PCGParamsExperimental
How a terrain surface data samples.
structure - Make Orrery Terrain RecordExperimental
One record of the authority's ordered stream: what a game with its own transport relays from OnTerrainRecordBP on the authority to ApplyTerrainRecord on every replica, in Seq order.
structure - Make Orrery Terrain Save Options
What a terrain save keeps (editor authoring layer).
structure - Make Terrain Brush
One brush application, in Unreal units, for Blueprint and game input.
structure - Make Terrain Brush Mask Id
A brush mask named by its content hash: the 64-bit hash of its canonical bytes, which is what a sculpt record carries.
structure - Make Terrain Plate
An area earthwork as Blueprint states it: a building pad, yard or apron.
structure - Make Terrain Save Reference
A terrain save beside a game's save slot, as the game keeps it in its own USaveGame: the file the terrain wrote and the hashes that pair it with this game save.
structure - Make Terrain Splat
A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.
structure - Make Terrain Splat Channel
One channel of a registered splat: a paint layer and the mask that weights it.
structure