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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainBrushToolComponent::

SetBrushMask

Blueprint

Make a baked brush asset the tool brush: register its mask with the terrain, name it in the brush, take the asset's default angle, radius and aspect, and switch to Spacing steps (a patterned mask is laid evenly).

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Tool|Brush")
bool SetBrushMask(UOrreryTerrainBrushAsset* Asset);
Blueprint Set Brush Mask
The graph as text
  1. Set Brush Mask (function call; Target is Orrery Terrain Brush Tool Component)
    • In Target (self object): self
    • In Asset (OrreryTerrainBrushAsset object): None
    • Out Return Value (Boolean): not connected
Header
#include "Tools/OrreryTerrainBrushToolComponent.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Blueprint
Set Brush Mask, in Orrery › Terrain › Tool › Brush

Parameters

NameTypeDefaultMeaning
AssetUOrreryTerrainBrushAsset*—

The asset; null clears the mask and returns to the round brush.

Returns

true when the brush now carries the mask (or was cleared); false when the terrain would not take it (not baked, no terrain, over the registry budget). The brush is unchanged then.

Note.

Game thread. Register again after a terrain reload: the registry is never saved.