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Orbdale

Orbdale Terrain · Blueprint · Make and Break

Make Orbdale Terrain PCGParams

Experimental

How a terrain surface data samples.

Node

Blueprint Make Orbdale Terrain PCGParams
The graph as text
  1. Make Orbdale Terrain PCGParams (structure)
    • In Surface (EOrbdaleTerrainPCGSurface): Modified
    • In Accuracy (EOrbdaleTerrainPCGAccuracy): Best
    • In Attributes (OrbdaleTerrainPCGAttributes): not connected
    • In Sampling Step Cm (Float): 0.0
    • In Zero Density In Keep Clear (Boolean): true
    • Out Orbdale Terrain PCGParams (OrbdaleTerrainPCGParams): not connected
Palette
The struct’s pin menu (drag from a Orbdale Terrain PCGParams pin), or search “Make Orbdale Terrain PCGParams”
Node
structure
Module
OrbdaleTerrainPCG

Inputs

PinTypeDefaultMeaning
SurfaceEOrbdaleTerrainPCGSurfaceModified

Which ground to read.

AccuracyEOrbdaleTerrainPCGAccuracyBest

Best by default.

Attributes (advanced)Orbdale Terrain PCGAttributes—

Which attributes to write.

Sampling Step Cm (advanced)Float0.0

Spacing in cm of the points CreatePointData makes.

Zero Density In Keep Clear (advanced)BooleanTrue

Density 0 where a point has no usable ground or sits in a hole.

Outputs

PinTypeMeaning
Orbdale Terrain PCGParamsOrbdale Terrain PCGParams—
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