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Brass Orrery

Orrery Terrain · OrreryTerrain module · enum

EOrreryTerrainFarDetail

How much terrain detail the far field keeps between the near chunks and the distant atlases.

Declaration

UENUM(BlueprintType)
enum class EOrreryTerrainFarDetail : uint8
Header
#include "TerrainRenderSettings.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
a Blueprint type

Description

Each terrain quality profile (EOrreryTerrainQuality) brings one (OrreryTerrainQuality::FarDetailOf: Balanced from Low to Epic, High at Cinematic) and a normal-only far level on top of it; a terrain's own FarDetail applies when its render settings override it. Memory is the clipmap ring's GPU textures; the near band's width follows the far detail.

Values

ValueBlueprintMeaning
Low = 0Low

No ring: the level-5 and -6 atlases alone, near band 254 m.

Soft distant summits, no ring memory. No quality profile draws it; a terrain may, by setting its own Far Detail to Low.

BalancedBalanced

Ring levels 3 and 4, about 12.5 MiB of GPU textures, near band 127 m.

The Low to Epic profiles' preset.

HighHigh

Ring levels 2, 3 and 4, about 61 MiB of GPU textures, near band 64 m.

The Cinematic profile's preset.