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Brass Orrery

Orrery Terrain · OrreryTerrainCore module · enum

Native::

EGroundAccuracy

How exact a sampler request must be.

Declaration

enum class EGroundAccuracy : uint8_t
Header
#include "Native/GroundSampling.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrainCore"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
The batch ground sampler: height, face and smoothed normals, slope, paint weights, ground class and the answer's precision for many positions in one call, on any thread, with no allocation once its scratch is warm. (the header’s rule)

Description

The request flag; the answer's EPrecision says what came back.

A server deciding gameplay reads ExactOnly: where it answers Exact, it is a pure function of the ground's revision, the same on every machine. Best depends on residency, so two machines with different cameras answer the same point differently.

Coarse depends on whether this machine keeps far data (FTerrainWorld::SetFarData), so it is not for gameplay a server decides. The heightfield renderer keeps far data while its far field is on. There a Modified answer holds the features once their overlay has baked, and is Pending until then; machines agree once settled, at every far detail. A dedicated server keeps none, nor does a client on the mesh tier (what -nullrhi picks) or with the far field off. There a Modified answer is Pristine plus sculpt, omits the features and never waits for them.

Values

ValueMeaning
Best = 0

Exact where the tile is resident, else Approximate from the finest resident mip level, else NoData.

Never Pending.

ExactOnly

Exact, or Pending where the tile is not resident, or NoData outside the terrain.

Pair it with an invoker or an async wait.

Coarse

Approximate from the always-resident pyramid level (ResidentMipLevel, 32 m posts by default) as the far field composes it, or Pending while that tile is missing or provisional, or NoData outside the terrain.

Reads Modified (and Top) through CopyFarTile and Pristine through CopyPyramidTile; Natural and Water answer NoData. A terrain with no pyramid is resident everywhere, and answers as ExactOnly. Without far data it omits features (see above).