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Brass Orrery

Orrery Terrain · OrreryTerrain module · class

UOrreryTerrainAsyncBase

Common machinery of the latent terrain nodes: a game-thread ticker that polls once per frame, a timeout in real seconds, and a root reference that keeps the node alive until it finishes.

Declaration

UCLASS(Abstract)
class UOrreryTerrainAsyncBase : public UBlueprintAsyncActionBase
Header
#include "OrreryTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Derives from
UBlueprintAsyncActionBase

Description

A node finishes exactly once: Completed or Failed. Each node declares its own OnFailed, after its success output and with its signature (see the file comment).

Note.

Game thread. The world ending, the terrain being destroyed and the timeout all end in OnFailed.

Functions

  • Activate
  • BeginDestroy
  • BroadcastFailedprotected

    Fires the node's OnFailed with Reason and the node's failure payload.

  • Pollprotected

    Called every frame while waiting.

  • Beginprotected

    Called once at Activate, with the terrain, before the first Poll.

  • Cleanupprotected

    Releases anything the node holds (invoker markers).

  • Failprotected

    Ends the node with a failure.

  • Finishprotected

    Ends the node: stops the ticker, cleans up, unroots.

  • GetTerrainprotected
  • StreamAroundprotected

    Registers temporary streaming invokers that cover Area grown by Margin_cm (XY, world cm) so the ground streams in without a camera.

Properties

NameTypeDefaultMeaning
WorldContextTWeakObjectPtr<const UObject>——
TimeoutSecondsfloat30.f—
StartTimedouble0.0—
MarkersTArray<TObjectPtr<AActor>>——