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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainLoadAsync::

LoadTerrainFromSlotAsync

Blueprint

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Save", meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject", DisplayName="Load Terrain From Slot (Async)"))
static UOrbdaleTerrainLoadAsync* LoadTerrainFromSlotAsync(const UObject* WorldContextObject, const FOrbdaleTerrainSaveRef& Ref);
Blueprint Load Terrain From Slot (Async)
The graph as text
  1. Load Terrain From Slot (Async) (latent function)
    • In Ref (OrbdaleTerrainSaveRef): not connected
    • Then: not connected
    • On Completed: not connected
    • On Failed: not connected
    • Out Result (EOrbdaleTerrainLoadResult): not connected
Header
#include "OrbdaleTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread. (the rule of UOrbdaleTerrainLoadAsync)
Blueprint
Load Terrain From Slot (Async), in Orbdale › Terrain › Save

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*——
Refconst FOrbdaleTerrainSaveRef&——