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Orbdale

Orbdale Terrain · OrbdaleTerrain module · class

UOrbdaleTerrainSaveAsync

Save the terrain beside a game's save slot (UOrbdaleTerrainSubsystem::SaveTerrainAsync): fires OnCompleted with the reference to keep in the game's USaveGame, or OnFailed with the result, the lost-code count and a message.

Declaration

UCLASS()
class UOrbdaleTerrainSaveAsync : public UBlueprintAsyncActionBase
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.
Derives from
UBlueprintAsyncActionBase
Blueprint
“Orbdale Terrain Save Async”, a Blueprint type

Description

Exactly one of the two fires, on the game thread, possibly in the same frame.

Note.

Game thread. The node lives until it fires; a world that ends first never fires it.

Functions

Properties

NameTypeDefaultMeaning
OnCompletedBlueprintAssignableFOrbdaleTerrainSaveDelegate—

The save landed: keep Ref in the game's save.

Result is Ok.

OnFailedBlueprintAssignableFOrbdaleTerrainSaveDelegate—

Nothing was saved: Result says why (ReadFailed with LostCodes above zero for a damaged world), Message in words.

Blueprint