Skip to content
Orbdale

Orbdale Terrain · OrbdaleTerrain module · member function

UOrbdaleTerrainSubsystem::

LoadTerrainFromBytes

Blueprint

Replace the stack and sculpt layer from bytes, re-bake, publish once.

Declaration

UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Save")
EOrbdaleTerrainLoadResult LoadTerrainFromBytes(const TArray<uint8>& Bytes);
Blueprint Load Terrain from Bytes
The graph as text
  1. Load Terrain from Bytes (function call; Target is Orbdale Terrain Subsystem)
    • In Target (self object): self
    • In Bytes (array of Byte): not connected
    • Out Return Value (EOrbdaleTerrainLoadResult): 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
Load Terrain from Bytes, in Orbdale › Terrain › Save

Description

A failed load changes nothing. Refused on a read-only terrain and from inside a ground-changed broadcast.

Parameters

NameTypeDefaultMeaning
Bytesconst TArray<uint8>&——