Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainLibrary::
DoesTerrainSaveExist
BlueprintWhether the file a save reference names is on disk.
Declaration
UFUNCTION(BlueprintPure, Category="Orbdale|Terrain|Save")
static bool DoesTerrainSaveExist(const FOrbdaleTerrainSaveRef& Ref);Blueprint Does Terrain Save Exist
The graph as text
- Does Terrain Save Exist (pure function)
- In Ref (OrbdaleTerrainSaveRef): not connected
- Out Return Value (Boolean): not connected
- Header
#include "OrbdaleTerrainLibrary.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread.
- Blueprint
- Does Terrain Save Exist, in Orbdale › Terrain › Save
Description
It does not check the hash; LoadTerrainAsync does.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Ref | const FOrbdale | — | — |
Note.
Game thread. Reads the file system.