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Orbdale

Orbdale Terrain · Blueprint · Make and Break

Make Orbdale Terrain PCGAttributes

Experimental

Which attributes the points carry (the Z, rotation and density are always written).

Node

Blueprint Make Orbdale Terrain PCGAttributes
The graph as text
  1. Make Orbdale Terrain PCGAttributes (structure)
    • In Height (Boolean): true
    • In Slope (Boolean): true
    • In Ground Class (Boolean): true
    • In Is Hole (Boolean): true
    • In Precision (Boolean): true
    • In Layers (Boolean): true
    • In Only Layers (array of Name): not connected
    • Out Orbdale Terrain PCGAttributes (OrbdaleTerrainPCGAttributes): not connected
Palette
The struct’s pin menu (drag from a Orbdale Terrain PCGAttributes pin), or search “Make Orbdale Terrain PCGAttributes”
Node
structure
Module
OrbdaleTerrainPCG

Inputs

PinTypeDefaultMeaning
HeightBooleanTrue

Ground height in cm as the attribute Height.

SlopeBooleanTrue

Face slope in degrees as Slope.

Ground Class (advanced)BooleanTrue

The ground class at the nearest post as the integer GroundClass.

Is Hole (advanced)BooleanTrue

IsHole, true over a hole (a tunnel opening).

Precision (advanced)BooleanTrue

Precision: 0 Exact, 1 Approximate, 2 NoData, 3 Pending (EPrecision).

Layers (advanced)BooleanTrue

One float weight per paint layer, 0 to 1, named from the layer set.

Only Layers (advanced)Array of Name—

The layer attributes to write, by attribute name (the layer set's name, or LayerN).

Outputs

PinTypeMeaning
Orbdale Terrain PCGAttributesOrbdale Terrain PCGAttributes—
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