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Brass Orrery

Orrery Terrain · OrreryTerrain module · struct

FOrreryTerrainSplat

A splat brush as a terrain holds it: up to four channels, each a paint layer and a registered mask, in the fixed order red, green, blue, alpha.

Declaration

USTRUCT(BlueprintType, meta=(DisplayName="Terrain Splat"))
struct FOrreryTerrainSplat
Blueprint Make and Break Terrain Splat
The graph as text
  1. Make Terrain Splat (structure)
    • In Channels (array of OrreryTerrainSplatChannel): not connected
    • Out Orrery Terrain Splat (OrreryTerrainSplat): not connected
  2. Break Terrain Splat (structure)
    • In Orrery Terrain Splat (OrreryTerrainSplat): not connected
    • Out Channels (array of OrreryTerrainSplatChannel): not connected
Header
#include "TerrainBlueprintTypes.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
“Terrain Splat”, a Blueprint type

Description

A splat dab is one masked Paint step per channel, in that order (ApplySplat); the order is part of the result, so a replay and a replica repeat it exactly.

Functions

  • IsValid

    Whether the splat paints anything.

Properties

NameTypeDefaultMeaning
ChannelsBlueprintReadWriteTArray<FOrreryTerrainSplatChannel>—

The used channels, in ascending Channel order (R, G, B, A).

A channel with no layer or no mask is not here.

Blueprint