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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · member function

UOrreryTerrainLandscapeImport::

ComputeHostHash

Editor only

Hash of what an import reads from a Landscape, without reading it: the placement (transform and extent) and, in component order, the source id of every final heightmap and weightmap texture and every weightmap layer allocation.

Declaration

static uint64 ComputeHostHash(const ALandscapeProxy* Landscape, FString& OutError);
Header
#include "OrreryTerrainLandscapeImport.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
Game thread, editor only.

Description

A texture's source id changes whenever its data changes, so any edit of the final heights or paint, and any move, gives a new hash. A paint edit changes it for a height-only import too.

Parameters

NameTypeDefaultMeaning
Landscapeconst ALandscapeProxy*—

The Landscape to hash; may be a proxy.

OutErrorFString&—

Why there is no hash (no Landscape info, no components); untouched on success.

Returns

The hash, or 0 with OutError set.

Note.

Game thread, editor only.