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Orbdale

Orbdale Terrain · OrbdaleTerrainEditor module · struct

FOrbdaleTerrainBakeOptions

Editor only

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainBakeOptions
Blueprint Make and Break Orbdale Terrain Bake Options
The graph as text
  1. Make Orbdale Terrain Bake Options (structure)
    • In Save (Boolean): true
    • In Max Resident Tiles (Integer): 1024
    • In Workers (Integer): 0
    • Out Orbdale Terrain Bake Options (OrbdaleTerrainBakeOptions): not connected
  2. Break Orbdale Terrain Bake Options (structure)
    • In Orbdale Terrain Bake Options (OrbdaleTerrainBakeOptions): not connected
    • Out Save (Boolean): not connected
    • Out Max Resident Tiles (Integer): not connected
    • Out Workers (Integer): not connected
Header
#include "Authoring/OrbdaleTerrainBake.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrainEditor"); in an editor module’s Build.cs: an editor module, not in packaged games.
Stability
Stable: changes within a major version only add.
Blueprint
“Orbdale Terrain Bake Options”, a Blueprint type

Description

None of these change a stored byte.

Properties

NameTypeDefaultMeaning
bSaveBlueprintReadWritebooltrue

Save the new tile store and the pre-bake archive first, then the map and the emptied authoring asset.

false keeps every change in memory (tests, and scripts that save themselves).

MaxResidentTilesBlueprintReadWriteint321024

Base tiles the bake keeps resident at once, apron included: it composes the terrain in bands of that size, so memory stays bounded on any map (about 100 KB a tile).

A band never holds fewer tiles than one tile and its apron.

WorkersBlueprintReadWriteint320

Loader and encoder tasks; 0 = one per worker thread plus the caller, 1 = the game thread alone.

Blueprint