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Orbdale

Orbdale Terrain · OrbdaleTerrain module · struct

FOrbdaleTerrainLayerEntry

One paint layer: what the player calls it and which slice of the material's layer textures it draws.

Declaration

USTRUCT(BlueprintType)
struct FOrbdaleTerrainLayerEntry
Blueprint Make and Break Orbdale Terrain Layer Entry
The graph as text
  1. Break Orbdale Terrain Layer Entry (structure)
    • In Orbdale Terrain Layer Entry (OrbdaleTerrainLayerEntry): not connected
    • Out Name (Name): not connected
    • Out Display Name (Text): not connected
    • Out Slice (Integer): not connected
    • Out Preview Color (LinearColor): not connected
    • Out Grass (array of OrbdaleTerrainLayerGrass): not connected
Header
#include "OrbdaleTerrainLayerSet.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
“Orbdale Terrain Layer Entry”, a Blueprint type

Properties

NameTypeDefaultMeaning
kMaxSliceint32255

The highest slice a layer can name: layer ids are 8 bits and the generated material's layer table has 256 rows (UOrbdaleTerrainLayerSet::kMaxLayers - 1).

The Slice property's ClampMax repeats it.

NameBlueprintReadOnlyFName—

The layer's name, unique in the set: what FindPaintLayer looks up.

DisplayNameBlueprintReadOnlyFText—

The name a palette shows.

Empty: Name.

SliceBlueprintReadOnlyint320

The slice of the material's layer texture arrays this layer draws, 0 to 255.

PreviewColorBlueprintReadOnlyFLinearColorFLinearColor::Gray

The colour a palette or a minimap shows for the layer.

GrassBlueprintReadOnlyTArray<FOrbdaleTerrainLayerGrass>—

The grass that grows where this layer shows.

Empty: none.

Blueprint