Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainLibrary::
GetGroundHeightAccurate
BlueprintThe ground height under a position.
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Query", meta=(="WorldContextObject", ="Location"))
static bool GetGroundHeightAccurate(const UObject* WorldContextObject, const FVector& Location, double& OutZ, EOrbdaleTerrainPrecision& OutPrecision,
EOrbdaleTerrainAccuracy Accuracy = EOrbdaleTerrainAccuracy::Best,
EOrbdaleTerrainSurface Surface = EOrbdaleTerrainSurface::Modified);Blueprint Get Ground Height Accurate
The graph as text
- Get Ground Height Accurate (function call)
- In Location (Vector): (0.0, 0.0, 0.0)
- In Accuracy (EOrbdaleTerrainAccuracy): Best
- In Surface (EOrbdaleTerrainSurface): Modified
- Out Out Z (Double): not connected
- Out Out Precision (EOrbdaleTerrainPrecision): 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). (the rule of UOrbdaleTerrainLibrary)
- Blueprint
- Get Ground Height Accurate, in Orbdale › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
WorldContextObject | const UObject* | — | Any object in the world whose terrain is read; supplies the world. |
Location | const FVector& | — | World cm; Z is ignored. In Blueprint it can be typed on the node instead of wired. |
OutZ | double& | — | World Z of the ground, cm; 0 when there is no answer. |
OutPrecision | EOrbdale | — | Exact, Approximate, NoData (outside the terrain) or Pending (not at this accuracy yet). |
Accuracy | EOrbdale | EOrbdale | See |
Surface | EOrbdale | EOrbdale | Which ground to read ( |
Returns
false when OutPrecision is NoData or Pending.