Orbdale Terrain · OrbdaleTerrain module · member function
UOrbdaleTerrainSubsystem::
RegisterSplat
BlueprintRegister a splat asset's baked channel masks with this terrain, and return the splat to paint with.
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Brush")
EOrbdaleTerrainBrushRegistration RegisterSplat(UOrbdaleTerrainSplatAsset* Asset, FOrbdaleTerrainSplat& OutSplat);Blueprint Register Splat
The graph as text
- Register Splat (function call; Target is Orbdale Terrain Subsystem)
- In Target (self object): self
- In Asset (OrbdaleTerrainSplatAsset object): None
- Out Out Splat (OrbdaleTerrainSplat): not connected
- Out Return Value (EOrbdaleTerrainBrushRegistration): 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
- Game thread.
- Blueprint
- Register Splat, in Orbdale › Terrain › Brush
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Asset | UOrbdale | — | The splat asset; at least one channel needs a layer and a baked mask. |
OutSplat | FOrbdale | — | The used channels, in the order red, green, blue, alpha, each with its layer and registered mask id; empty unless the result is Registered or AlreadyHeld. |
Returns
Registered (at least one mask was new), AlreadyHeld (all were held), NoTerrain, NotBaked (no used channel), Collision or OverBudget (the first failure; masks registered before it stay).
Note.
Game thread. Works in any world with a terrain.