Orrery Terrain · OrreryTerrain module · enum
EOrreryTerrainQuality
A terrain quality profile, one per engine scalability level: the value is the sg.LandscapeQuality level it follows and r.OrreryTerrain.Quality's value for it.
Declaration
UENUM(BlueprintType)
enum class EOrreryTerrainQuality : uint8- Header
#include "OrreryTerrainQuality.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
Every level draws the Balanced far ring or finer, the normal-only far level of OrreryTerrainQuality::FarNormalsOf, no near LOD bias, and the values of OrreryTerrainQuality::GetRows. Earlier versions had three profiles: Low (0) is still Low; Balanced is now High (2), and High is now Cinematic (4). Plugin redirects read a stored Balanced as High.
Values
| Value | Blueprint | Meaning |
|---|---|---|
Low = 0 | Low | sg 0. Far ring Balanced, no finer normals, no sub-post detail, grass at half density and 0.75 of its cull distance, ray tracing 250 m and 32 chunks. The floor: an older GPU, a laptop on battery. |
Medium = 1 | Medium | sg 1. As Low, with a normal-only far level of 4 m posts to 4 km. |
High = 2 | High | sg 2. Far ring Balanced with normal-only 4 m posts to 8 km, no sub-post detail, full grass, ray tracing 400 m and 64 chunks. |
Epic = 3 | Epic | sg 3, what the engine's auto-detect picks on a mid-range machine. As High. |
Cinematic = 4 | Cinematic | sg 4, never auto-detected. Far ring High with normal-only 2 m posts to 8 km, five sub-post levels of 256 quads with parallax, full grass, ray tracing 800 m and 192 chunks. |