Skip to content
Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainBrushToolComponent::

SetSplatBrush

Blueprint

Make 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
  1. 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

NameTypeDefaultMeaning
AssetUOrreryTerrainSplatAsset*—

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.