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Orbdale

Orbdale Terrain · Blueprint · Make and Break

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.

Node

Blueprint Break Terrain Save Reference
The graph as text
  1. Break Terrain Save Reference (structure)
    • In Orbdale Terrain Save Ref (OrbdaleTerrainSaveRef): not connected
    • Out Slot Name (String): not connected
    • Out User Index (Integer): not connected
    • Out File Name (String): not connected
    • Out File Hash (Integer64): not connected
    • Out State Hash (Integer64): not connected
    • Out Natural Hash (Integer64): not connected
    • Out Save Version (Integer): not connected
    • Out Bytes (Integer64): not connected
Palette
The struct’s pin menu (drag from a Terrain Save Reference pin), or search “Break Terrain Save Reference”
Node
structure
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Orbdale Terrain Save RefTerrain Save Reference——

Outputs

PinTypeMeaning
Slot NameString

The slot name the game gave.

User IndexInteger

The platform user the slot belongs to; 0 on desktop.

File Name (advanced)String

The file's name, without a folder: Slot.N.tsterrain.

File Hash (advanced)Integer64

The save's trailer hash (the bits of a uint64): a load refuses a file that does not carry it.

State Hash (advanced)Integer64

What GetStateHash answered when the save was made (the bits of a uint64).

Natural Hash (advanced)Integer64

The natural ground the save was made over (the bits of a uint64).

Save Version (advanced)Integer

The save format version written (kTerrainSaveVersion at the time).

Bytes (advanced)Integer64

The file's size, bytes.

Description

Pass it to LoadTerrainFromSlot; a different or damaged file is refused.

Each save of a slot writes a new file (<Slot>.<n>.tsterrain) and deletes the older ones that no loaded terrain pages from, so a reference goes stale once its slot is saved again: keep the newest.

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