Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSculptComponent::
SetSplat
BlueprintMake 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=(="InSplat"))
void SetSplat(const FOrbdaleTerrainSplat& InSplat);Blueprint Set Splat
The graph as text
- 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
| Name | Type | Default | Meaning |
|---|---|---|---|
InSplat | const FOrbdale | — | 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.