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Brass Orrery

Orrery Terrain · OrreryTerrain module · enum

EOrreryTerrainRvtMode

How the heightfield tier's near chunks get their colour: the layer blend per pixel, or a runtime virtual texture.

Declaration

UENUM(BlueprintType)
enum class EOrreryTerrainRvtMode : 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

r.OrreryTerrain.Rvt overrides it: 0 is Blend, 1 is Read, 2 is Auto, -1 follows the setting.

Values

ValueBlueprintMeaning
AutoAuto

Read the RVT where it can work: virtual texturing on the platform, the heightfield tier, and a material that writes the RVT.

Otherwise Blend, with one warning.

BlendBlend

The direct layer blend in the main pass: no writers, no RVT component, no pool memory, no rail ballast shoulders.

ReadRead

The RVT always where the platform has virtual texturing and the heightfield tier is on: writers draw each near chunk into it and the main pass reads it.

The material must write the RVT, or the terrain draws empty.