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Brass Orrery

Orrery Terrain · OrreryTerrain module · class

UOrreryTerrainFollowSettings

Project settings for ground-following foliage (Project Settings, Plugins, Orrery Terrain Follow).

Declaration

UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="Orrery Terrain Follow"))
class UOrreryTerrainFollowSettings : public UDeveloperSettings
Header
#include "OrreryTerrainFollowSettings.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
UDeveloperSettings

Description

Placed foliage follows a sculpt or a construction by default: it moves with the ground, and is hidden where the ground no longer admits it (a cutting, a platform, a tunnel mouth, a slope steeper than the foliage type allows). Overrides name a foliage type and a mode.

Tier 3 configuration, read when a foliage actor registers. Game thread. Saved to DefaultGame.ini.

Functions

  • UOrreryTerrainFollowSettings
  • Getstatic

    The project's settings object (the class default object).

  • ModeFor

    The mode for a foliage type: its override, else Follow when bFoliageFollowsGround and Ignore when not.

Properties

NameTypeDefaultMeaning
bFoliageFollowsGroundbooltrue

Every foliage actor's instances follow the ground.

Off: only components tagged OrreryTerrain.Follow, and the per-type overrides that say Follow, do.

FoliageTypeOverridesTMap<TSoftObjectPtr<UFoliageType>, EOrreryTerrainFollowMode>—

Per foliage type: Follow, HideOnly or Ignore.

A type not listed behaves as bFoliageFollowsGround says.

ClearMarginfloat0.f

Extra distance around a feature placed at runtime inside which foliage is cleared, cm.

FollowTagconst FName—

The component tag that makes any instanced mesh follow the ground.