Orrery Terrain · OrreryTerrain module · struct
FOrreryTerrainRenderSettings
How a terrain renders: tier, LOD, far field and shadow invalidation (Tier 3 authoring data).
Declaration
USTRUCT(BlueprintType)
struct FOrreryTerrainRenderSettingsThe graph as text
- Break Orrery Terrain Render Settings (structure)
- In Orrery Terrain Render Settings (OrreryTerrainRenderSettings): not connected
- Out Tier (EOrreryTerrainRenderTier): not connected
- Out Lod 0Screen Size (Float): not connected
- Out Lod 0Distribution (Float): not connected
- Out Lod Distribution (Float): not connected
- Out Lod Blend Range (Float): not connected
- Out Far Field (Boolean): not connected
- Out Override Far Detail (Boolean): not connected
- Out Far Detail (EOrreryTerrainFarDetail): not connected
- Out Far Field Distance M (Double): not connected
- Out Far Field Shadows (Boolean): not connected
- Out Shadow Invalidation Height Error Cm (Float): not connected
- Out Lumen Heightfield (Boolean): not connected
- Out Rvt Mode (EOrreryTerrainRvtMode): not connected
- Out Runtime Virtual Texture (RuntimeVirtualTexture soft object): not connected
- Out Rvt Settle Uploads (Integer): not connected
- Header
#include "TerrainRenderSettings.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread.
- Blueprint
- “Orrery Terrain Render Settings”, a Blueprint type
Description
Read by the renderer when the terrain is created; a change re-creates the render state. The LOD numbers form one screen-size ladder: LOD 1 starts where a chunk's bounding-sphere radius projects to Lod0ScreenSize of the screen's height, LOD 2 at that size divided by Lod0Distribution, and each further LOD at the previous one's size divided by LodDistribution.
Plain values and one soft object path: nothing here is walked by the GC per frame.
Game thread. It is added to AOrreryTerrainActor beside Settings.
EOrreryTerrainRenderTier, OrreryTerrain::Native::FLodSettings
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
TierBlueprintReadOnly | EOrrery | EOrrery | Renderer for this terrain. Auto picks the heightfield tier where it compiles. |
Lod0BlueprintReadOnly | float | 0.5f | Screen size at which LOD 1 starts: a chunk's bounding-sphere radius projected over the screen's height (0.5 is a sphere that just fills the height). |
Lod0BlueprintReadOnly | float | 1.25f | Divider from LOD 1's screen size to LOD 2's. |
LodBlueprintReadOnly | float | 3.0f | Divider between each further LOD's screen size and the next. |
LodBlueprintReadOnly | float | 0.1f | Fraction of a chunk, from its edge inwards, over which a vertex blends to its neighbour's LOD. |
bBlueprintReadOnly | bool | true | Draw the far field: the whole terrain outside the resident chunks, from the always-resident mip pyramid. |
bBlueprintReadOnly | bool | false | Use this terrain's FarDetail instead of the quality profile's (r.OrreryTerrain.Quality, or the project's Quality Profile). |
FarBlueprintReadOnly | EOrrery | EOrrery | Far detail: the ring of mid-distance terrain detail. Applies when bOverrideFarDetail is on, and when no quality profile is in force (Quality Profile Manual with r.OrreryTerrain.Quality -1; the default is Balanced, Low's ring); otherwise the profile's far detail applies. |
FarBlueprintReadOnly | double | 30000.0 | Far-field draw distance from any view, metres. Beyond it the terrain is not drawn. |
bBlueprintReadOnly | bool | true | Whether the far field casts shadows. Its VSM pages are invalidated by the same height-error rule as the chunks'. |
ShadowBlueprintReadOnly | float | 25.f | Height error, cm, above which a LOD change invalidates a chunk's cached VSM pages. 25 is the first value that triggers on a 1 m grid of gentle relief (TerrainScenario: no invalidation at 250, 100 or 50; 18 at 25). 0 disables it. |
bBlueprintReadOnly | bool | true | Join software Lumen and the global distance field as a heightfield (one top-down card per chunk). |
RvtBlueprintReadOnly | EOrrery | EOrrery | Colour RVT mode. r.OrreryTerrain.Rvt overrides it when 0 or more. Applies in place: only the RVT writers and component are created or destroyed, never a chunk. |
RuntimeBlueprintReadOnly | TSoft | — | The colour RVT to write and read. Empty is the plugin's RVT_TerrainColor. Its material type must be BaseColor_Normal_Roughness, else a warning is logged and the plugin's is used; its tile count, tile size and adaptivity are yours. A buyer's material reads it through the wrapper's TerrainRvt parameter, which the editor sets when it wraps the material; the plugin's default material keeps the plugin's RVT. |
RvtBlueprintReadOnly | int32 | 6 | Virtual texture pages the engine may upload per frame while the RVT settles after an edit, outside the editor (r.VT.MaxUploadsPerFrame, 2 by default). The editor, PIE included, uploads under r.VT.MaxUploadsPerFrameInEditor and ignores it. 0 never raises the budget; r.OrreryTerrain.Rvt.SettleUploads overrides it when 0 or more. |
Blueprint
- Break Orrery Terrain Render SettingsMake and Break