Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainBrushToolComponent::
SetSplatBrush
BlueprintMake a baked splat asset the tool's splat: register its channel masks with the terrain, keep the splat for SplatAt and for drags (the sculpt component lays it at every stroke step), and take the asset's default angle and radius.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Tool|Brush")
bool SetSplatBrush(UOrreryTerrainSplatAsset* Asset);Blueprint Set Splat Brush
The graph as text
- Set Splat Brush (function call; Target is Orrery Terrain Brush Tool Component)
- In Target (self object): self
- In Asset (OrreryTerrainSplatAsset 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 Splat Brush, in Orrery › Terrain › Tool › Brush
Description
The brush becomes a Paint brush; SplatAt does the painting.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Asset | UOrrery | — | The splat asset; null forgets the splat. |
Returns
true when the tool holds the splat (or forgot it); false when the terrain would not take it (not baked, no terrain, over the registry budget). The tool is unchanged then.
Note.
Game thread. Register again after a terrain reload: the registry is never saved.