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Brass Orrery

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

ValueBlueprintMeaning
Low = 0Low

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 = 1Medium

sg 1.

As Low, with a normal-only far level of 4 m posts to 4 km.

High = 2High

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 = 3Epic

sg 3, what the engine's auto-detect picks on a mid-range machine.

As High.

Cinematic = 4Cinematic

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.