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Orbdale

Orbdale Terrain · OrbdaleTerrainPCG module · class

UOrbdaleTerrainPCGRefreshComponent

Experimental

Opt-in: re-run the PCG components on this actor when the ground under them changes (Tier 3).

Declaration

UCLASS(ClassGroup=(Orbdale), meta=(BlueprintSpawnableComponent, DisplayName="Orbdale Terrain PCG Refresh"))
class UOrbdaleTerrainPCGRefreshComponent : public UActorComponent
Header
#include "OrbdaleTerrainPCGRefresh.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrainPCG"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Thread
Game thread.
Derives from
UActorComponent

Description

Without this component nothing re-runs: a graph keeps what it generated. Put it on the actor that owns the PCG component. The terrain's own regeneration is derived data on each machine and never replicates.

Note.

Game thread. The listener is UOrbdaleTerrainPCGSubsystem.

Functions

Properties

NameTypeDefaultMeaning
ModeBlueprintReadWriteEOrbdaleTerrainPCGRefreshModeEOrbdaleTerrainPCGRefreshMode::OnCommit

When to re-run.

ThrottleHzBlueprintReadWritefloat1.f

Re-runs per second at most in Throttled mode.

Margin_mBlueprintReadWritefloat0.f

The changed area grows by this before it meets a component, for graphs that read their neighbours.

bOnPaintBlueprintReadWriteboolfalse

Whether a change that only repaints the ground (EGroundChangeWhat::Paint, no height, class, hole, feature or cover change) re-runs the component.

Off by default: a graph that reads heights and slopes does not depend on paint. Turn it on for a graph that places by a layer's weight.