Orbdale Terrain · Blueprint · Orbdale › Terrain › Tool › Brush
Set Splat Brush
Make a baked splat asset the tool's splat: register its channel masks with the terrain, keep the splat for SplatAt and for drags (the sculpt component lays it at every stroke step), and take the asset's default angle and radius.
Node
Blueprint Set Splat Brush
The graph as text
- Set Splat Brush (function call; Target is Orbdale Terrain Brush Tool Component)
- In Target (self object): self
- In Asset (OrbdaleTerrainSplatAsset object): None
- Out Return Value (Boolean): not connected
- Palette
- Orbdale › Terrain › Tool › Brush
- Node
- function call
- Module
- OrbdaleTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Target | Orbdale Terrain Brush Tool Component Object Reference | — | — |
| Asset | Orbdale Terrain Splat Asset Object Reference | — | The splat asset; null forgets the splat. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Return Value | Boolean | true when the tool holds the splat (or forgot it); false when the terrain would not take it (not baked, no terrain, over the registry budget). The tool is unchanged then. |
Description
The brush becomes a Paint brush; SplatAt does the painting.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.