Skip to content
Orbdale

Orbdale Terrain · Blueprint · Make and Break

Make 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 Make Terrain Save Reference
The graph as text
  1. Make Terrain Save Reference (structure)
    • In Slot Name (String): empty
    • In User Index (Integer): 0
    • In File Name (String): empty
    • In File Hash (Integer64): 0
    • In State Hash (Integer64): 0
    • In Natural Hash (Integer64): 0
    • In Save Version (Integer): 0
    • In Bytes (Integer64): 0
    • Out Orbdale Terrain Save Ref (OrbdaleTerrainSaveRef): not connected
Palette
The struct’s pin menu (drag from a Terrain Save Reference pin), or search “Make Terrain Save Reference”
Node
structure
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Slot NameString—

The slot name the game gave.

User IndexInteger0

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)Integer640

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

State Hash (advanced)Integer640

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

Natural Hash (advanced)Integer640

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

Save Version (advanced)Integer0

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

Bytes (advanced)Integer640

The file's size, bytes.

Outputs

PinTypeMeaning
Orbdale Terrain Save RefTerrain Save Reference—

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