Orrery Terrain · OrreryTerrain module · struct
FOrreryTerrainLayerEntry
One paint layer: what the player calls it and which slice of the material's layer textures it draws.
Declaration
USTRUCT(BlueprintType)
struct FOrreryTerrainLayerEntryBlueprint Make and Break Orrery Terrain Layer Entry
The graph as text
- Break Orrery Terrain Layer Entry (structure)
- In Orrery Terrain Layer Entry (OrreryTerrainLayerEntry): 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 OrreryTerrainLayerGrass): not connected
- Header
#include "OrreryTerrainLayerSet.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Blueprint
- “Orrery Terrain Layer Entry”, a Blueprint type
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
k | int32 | 255 | The highest slice a layer can name: layer ids are 8 bits and the generated material's layer table has 256 rows ( The Slice property's ClampMax repeats it. |
NameBlueprintReadOnly | FName | — | The layer's name, unique in the set: what FindPaintLayer looks up. |
DisplayBlueprintReadOnly | FText | — | The name a palette shows. Empty: Name. |
SliceBlueprintReadOnly | int32 | 0 | The slice of the material's layer texture arrays this layer draws, 0 to 255. |
PreviewBlueprintReadOnly | FLinear | FLinear | The colour a palette or a minimap shows for the layer. |
GrassBlueprintReadOnly | TArray< | — | The grass that grows where this layer shows. Empty: none. |
Blueprint
- Break Orrery Terrain Layer EntryMake and Break