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Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSculptComponent::

SetSplat

Blueprint

Make the brush a splat: each stroke step of a drag, and SplatOnce, lays up to four masked Paint steps (red to alpha) at the dab's centre and angle instead of one brush step.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Sculpt|Brush", meta=(AutoCreateRefTerm="InSplat"))
void SetSplat(const FOrbdaleTerrainSplat& InSplat);
Blueprint Set Splat
The graph as text
  1. Set Splat (function call; Target is Orbdale Terrain Sculpt Component)
    • In Target (self object): self
    • In In Splat (OrbdaleTerrainSplat): not connected
Header
#include "OrbdaleTerrainSculptComponent.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Blueprint
Set Splat, in Orbdale › Terrain › Sculpt › Brush

Description

The splat's masks must be registered with the terrain (UOrbdaleTerrainSubsystem::RegisterSplat, or the brush tool's SetSplatBrush). The dab takes Brush's radius, falloff, opacity and mask flags; RotationMode, Spacing and jitter work as for a masked brush.

Parameters

NameTypeDefaultMeaning
InSplatconst FOrbdaleTerrainSplat&—

A registered splat; an empty one returns to the plain brush.

Note.

Game thread. A drag in progress keeps the splat it began with only in steps already taken.