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Brass Orrery

Orrery Terrain · Blueprint · Make and Break

Break Orrery Terrain Runtime Settings

Runtime settings of one terrain, edited on AOrreryTerrainActor.

Node

Blueprint Break Orrery Terrain Runtime Settings
The graph as text
  1. Break Orrery Terrain Runtime Settings (structure)
    • In Orrery Terrain Runtime Settings (OrreryTerrainRuntimeSettings): not connected
    • Out Residency Radius M (Double): not connected
    • Out Use World Partition Sources (Boolean): not connected
    • Out Max Concurrent Loads (Integer): not connected
    • Out Max Bake Request Tiles (Integer): not connected
    • Out Collision Profile (CollisionProfileName): not connected
    • Out Class Physical Materials (array of PhysicalMaterial object): not connected
    • Out Generate Navigation (Boolean): not connected
    • Out Sculpt Refresh Hz (Float): not connected
    • Out Sculpt Limits (OrreryTerrainSculptLimits): not connected
    • Out Sculpt Undo Strokes (Integer): not connected
    • Out Sculpt Undo Megabytes (Integer): not connected
    • Out Sculpt Paging (Boolean): not connected
    • Out Render Stride (Integer): not connected
    • Out Register Ground Provider (Boolean): not connected
Palette
The struct’s pin menu (drag from a Orrery Terrain Runtime Settings pin), or search “Break Orrery Terrain Runtime Settings”
Node
structure
Module
OrreryTerrain

Inputs

PinTypeDefaultMeaning
Orrery Terrain Runtime SettingsOrrery Terrain Runtime Settings——

Outputs

PinTypeMeaning
Residency Radius MFloat

Full-resolution residency radius around each streaming source and invoker, metres.

Use World Partition SourcesBoolean

Use World Partition streaming sources; without World Partition the player cameras are the sources.

Max Concurrent Loads (advanced)Integer

Base-tile loads in flight on the task system at once.

Max Bake Request Tiles (advanced)Integer

Base tiles beyond ResidencyRadius_m the terrain may load at once so ground near a plate or corridor can bake.

Collision Profile (advanced)Collision Profile Name

Collision of every chunk.

Class Physical Materials (advanced)Array of Physical Material Object Reference

Physical material per ground class, indexed by class (0 up to kGroundClasses - 1).

Generate Navigation (advanced)Boolean

Export chunks to the navigation system.

Sculpt Refresh Hz (advanced)Float

Collision swaps and proxy re-creates per second while a sculpt stroke is live.

Sculpt Limits (advanced)Orrery Terrain Sculpt Limits

What the authority accepts from a player's brush: radius, strength, the keep-out margin around tunnel bores and viaducts, and what may be painted.

Sculpt Undo Strokes (advanced)Integer

Strokes the sculpt undo ring keeps; an older stroke becomes permanent.

Sculpt Undo Megabytes (advanced)Integer

Memory the sculpt undo and redo images may keep alive, MiB, height codes and painted channels together; whichever limit is reached first.

Sculpt Paging (advanced)Boolean

Page sculpt codes to the session page file (Saved/OrreryTerrain/Pages) and let the memory governor keep only nearby codes in RAM when the machine is short.

Render Stride (advanced)Integer

v0 fixed LOD: one vertex every RenderStride posts (1, 2 or 4).

Register Ground Provider (advanced)Boolean

Register this terrain as the Orrery.Ground.V3 provider.

Description

Tier 3 configuration, read once when the terrain is created. Changing it on a live terrain takes effect on the next CreateTerrain.

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