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Orbdale

Orbdale Terrain · Blueprint · Make and Break

Break Orbdale 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).

Node

Blueprint Break Orbdale Terrain Sculpt Volumes
The graph as text
  1. Break Orbdale Terrain Sculpt Volumes (structure)
    • In Orbdale Terrain Sculpt Volumes (OrbdaleTerrainSculptVolumes): not connected
    • Out Stroke (Integer64): not connected
    • Out Raised M 3 (Double): not connected
    • Out Lowered M 3 (Double): not connected
    • Out Feature Fill M 3 (Double): not connected
    • Out Feature Cut M 3 (Double): not connected
Palette
The struct’s pin menu (drag from a Orbdale Terrain Sculpt Volumes pin), or search “Break Orbdale Terrain Sculpt Volumes”
Node
structure
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Orbdale Terrain Sculpt VolumesOrbdale Terrain Sculpt Volumes——

Outputs

PinTypeMeaning
StrokeInteger64

The stroke these volumes belong to.

Raised M 3Float

Natural ground raised, m³.

Lowered M 3 (advanced)Float

Natural ground lowered, m³, positive.

Feature Fill M 3 (advanced)Float

Change of the realised fill of the features above (embankments grew or shrank), m³, signed.

Feature Cut M 3 (advanced)Float

Change of the realised cut of the features above, m³, signed.

Description

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