Orrery Terrain · OrreryTerrain module · class
UOrreryTerrainLayerSet
The paint layer table of a terrain (Tier 3 data asset): entry N is paint layer N, up to 256.
Declaration
UCLASS(BlueprintType)
class UOrreryTerrainLayerSet : public UDataAsset- Header
#include "OrreryTerrainLayerSet.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
UDataAsset- Blueprint
- “Orrery Terrain Layer Set”, a Blueprint type
Description
Names, material slices and the grass per layer. The auto-material rules (slope and altitude bands) are added by their own piece; the table is the one place a layer's index, name and slice meet, so Blueprint paints by name.
Game thread.
Functions
- FindLayerBlueprint
The index of the layer called Name, or -1.
- GetLayerBlueprint
The entry at Index, or false when Index is not a layer of this set.
- NumLayersBlueprint
The number of usable layers: Layers, capped at kMaxLayers.
- GetGrassTypes
Every grass type the usable layers name, each once, in layer then entry order.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
k | int32 | 256 | The most layers a terrain can name: paint layer ids are 8 bits (PaintSlots.h). |
LayersBlueprintReadOnly | TArray< | — | Entry N is paint layer N. At most kMaxLayers; extra entries are ignored. |
Blueprint
- Find LayerOrrery › Terrain › Paint
- Get LayerOrrery › Terrain › Paint
- Num LayersOrrery › Terrain › Paint