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Orbdale

Orbdale Terrain · Blueprint · Make and Break

Break Orbdale Terrain Editor Stroke

Editor 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.

Node

Blueprint Break Orbdale Terrain Editor Stroke
The graph as text
  1. Break Orbdale Terrain Editor Stroke (structure)
    • In Orbdale Terrain Editor Stroke (OrbdaleTerrainEditorStroke): not connected
    • Out Tool (EOrbdaleTerrainEditorBrush): not connected
    • Out Invert (Boolean): not connected
    • Out Radius M (Double): not connected
    • Out Strength (Double): not connected
    • Out Step Height M (Double): not connected
    • Out Falloff (EOrbdaleTerrainFalloff): not connected
    • Out Falloff Start (Double): not connected
    • Out Step Rate Hz (Double): not connected
    • Out Flatten Target (EOrbdaleTerrainFlattenTarget): not connected
    • Out Flatten Height M (Double): not connected
    • Out Flatten Direction (EOrbdaleTerrainFlattenDirection): not connected
    • Out Layer (Name): not connected
    • Out Opacity (Double): not connected
    • Out Ground Class (Integer): not connected
    • Out Fill Class (Integer): not connected
    • Out Path M (array of Vector2D): not connected
    • Out Frames (Integer): not connected
Palette
The struct’s pin menu (drag from a Orbdale Terrain Editor Stroke pin), or search “Break Orbdale Terrain Editor Stroke”
Node
structure
Module
OrbdaleTerrainEditor, editor only: the node is in editor-utility Blueprints, not in packaged games

Inputs

PinTypeDefaultMeaning
Orbdale Terrain Editor StrokeOrbdale Terrain Editor Stroke——

Outputs

PinTypeMeaning
ToolEOrbdaleTerrainEditorBrush

The tool, as the palette names it.

InvertBoolean

Shift held: Sculpt lowers, Holes fill.

Radius M (advanced)Float

Brush radius, m; clamped to 0.5 and the project's Max Radius.

Strength (advanced)Float

Share of Step Height applied at the centre per step, 0 to 1 (height tools).

Step Height M (advanced)Float

Height change at the centre per step at strength 1, m (height tools).

Falloff (advanced)EOrbdaleTerrainFalloff—
Falloff Start (advanced)Float

Inner share of the radius at full strength, 0 to 1.

Step Rate Hz (advanced)Float

Steps per second while the cursor moves; with Frames at 30 a second, the steps of the stroke.

Flatten Target (advanced)EOrbdaleTerrainFlattenTarget

Flatten: where the target height comes from.

Flatten Height M (advanced)Float

Flatten, Fixed: the target height, world, m.

Flatten Direction (advanced)EOrbdaleTerrainFlattenDirection—
Layer (advanced)Name

Paint: a layer name of the terrain's layer table, else Layer 0 to Layer 15.

Opacity (advanced)Float

Paint: the weight the layer moves toward, 0.05 to 1.

Ground Class (advanced)Integer

Ground class: the class to paint, 0 to 7.

Fill Class (advanced)Integer

Holes, inverted: the class a filled hole gets, 0 to 7.

Path M (advanced)Array of Vector 2 D

The cursor's path, world X and Y in metres: the press at the first point, the release at the last.

Frames (advanced)Integer

Frames of 1/30 s the cursor takes along the path, as a drag takes them; at least 1.

Description

Metres and world coordinates throughout.

How this page is made

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

  • the palette lists Make and Break under Utilities, Struct; the reference groups them by struct