Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSubsystem::
GetGroundHeight
BlueprintGround height at a world position, read from one snapshot, lock-free.
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Query", meta=(="Location"))
bool GetGroundHeight(const FVector& Location, double& OutZ, EOrbdaleTerrainPrecision& OutPrecision,
EOrbdaleTerrainSurface Surface = EOrbdaleTerrainSurface::Modified) const;Blueprint Get Ground Height
The graph as text
- Get Ground Height (pure function; Target is Orbdale Terrain Subsystem)
- In Target (self object): self
- In Location (Vector): (0.0, 0.0, 0.0)
- In Surface (EOrbdaleTerrainSurface): Modified
- Out Out Z (Double): not connected
- Out Out Precision (EOrbdaleTerrainPrecision): not connected
- Out Return Value (Boolean): not connected
- Header
#include "OrbdaleTerrainSubsystem.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Every member function is game thread unless it says otherwise. (the rule of UOrbdaleTerrainSubsystem)
- Blueprint
- Get Ground Height, in Orbdale › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Location | const FVector& | — | World position, cm; Z is ignored. |
OutZ | double& | — | World Z of the ground, cm. |
OutPrecision | EOrbdale | — | Exact, Approximate (mip pyramid) or NoData. |
Surface | EOrbdale | EOrbdale | Which ground to read: Modified (the default) is the ground as edited. |
Returns
false when OutPrecision is NoData (outside the terrain, or no terrain).