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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · class

UOrreryTerrainBake

Editor only

Bakes a terrain's authoring layer into a new tile store.

Declaration

UCLASS()
class UOrreryTerrainBake : public UBlueprintFunctionLibrary
Header
#include "Authoring/OrreryTerrainBake.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrainEditor"); in an editor module’s Build.cs: an editor module, not in packaged games.
Stability
Stable: changes within a major version only add.
Thread
Editor only, game thread.
Derives from
UBlueprintFunctionLibrary
Blueprint
“Orrery Terrain Bake”, a Blueprint type

Description

The compose loads the authoring payload into a scratch FTerrainWorld over the actor's source, streams it band by band with an apron wide enough for every feature's bake window, and stores each edit tile in canonical order: the exact Modified posts (quantised within half a step), the paint and the ground class. The store's base cell is the edit cell (edit subdivision 1), so nothing is resampled; the mips are built from the composed level 0. The same input gives the same bytes and ContentHash whatever the banding or the worker count.

Safety rule: authoring data is never dropped before a baked result is saved. With FOrreryTerrainBakeOptions::bSave the store and an archive of the authoring layer are saved first; only then is the actor re-pointed, the authoring asset emptied and the map saved. The old source and the archive are kept; re-pointing Source at the old source and copying the archive's payload back reverts a bake.

Note.

Editor only, game thread. Tier 3.

Functions

  • BakeAuthoringBlueprintstatic

    Bake Actor's authoring layer into a new tile store beside its map and re-point the actor at it.

  • HasUnbakedAuthoringBlueprintstatic

    Whether Actor names an authoring asset that still holds a payload: what the cook refuses and the bake commandlet's -Check reports.

  • ComposeStorestatic

    Compose Source with Authoring's payload into OutStore, which must be empty and not Source.

Blueprint