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Orbdale

Orbdale Terrain · OrbdaleTerrain module · struct

FOrbdaleTerrainEarthworks

What an earthwork does to the ground, in Unreal units: the preview and the committed numbers.

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainEarthworks
Blueprint Make and Break Orbdale Terrain Earthworks
The graph as text
  1. Break Orbdale Terrain Earthworks (structure)
    • In Orbdale Terrain Earthworks (OrbdaleTerrainEarthworks): not connected
    • Out Valid (Boolean): not connected
    • Out Cut Volume (Double): not connected
    • Out Fill Volume (Double): not connected
    • Out Footprint Area (Double): not connected
    • Out Bounds (Box): not connected
    • Out Wall Count (Integer): not connected
    • Out Highest Wall (Double): not connected
    • Out Approximate (Boolean): not connected
Header
#include "OrbdaleTerrainLibraryTypes.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
“Orbdale Terrain Earthworks”, a Blueprint type

Properties

NameTypeDefaultMeaning
bValidBlueprintReadOnlyboolfalse

False when nothing was evaluated (no terrain, or an invalid feature).

CutVolumeBlueprintReadOnlydouble0.0

Ground removed, cubic metres.

FillVolumeBlueprintReadOnlydouble0.0

Ground added, cubic metres.

FootprintAreaBlueprintReadOnlydouble0.0

Ground area the feature changes, square metres.

BoundsBlueprintReadOnlyFBoxFBox(ForceInit)

The edit tiles the feature changes, as a world box in plan, cm.

Z spans a very large range.

WallCountBlueprintReadOnlyint320

Retaining-wall runs the feature needs.

HighestWallBlueprintReadOnlydouble0.0

The highest retaining wall step, cm.

bApproximateBlueprintReadOnlyboolfalse

Some ground under the feature was not resident, so the numbers came from the coarser levels.

Blueprint