Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainLibrary::
SampleGround
BlueprintGround height, normals, slope, paint and class at one position, the fields asked for.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(="Location", ="WorldContextObject"))
static FOrreryTerrainGroundSample SampleGround(const UObject* WorldContextObject, const FVector& Location,
UPARAM(meta=(, ="/Script/OrreryTerrain.EOrreryTerrainSampleFields")) int32 Fields,
EOrreryTerrainAccuracy Accuracy = EOrreryTerrainAccuracy::Best,
EOrreryTerrainSurface Surface = EOrreryTerrainSurface::Modified);Blueprint Sample Ground
The graph as text
- Sample Ground (function call)
- In Location (Vector): (0.0, 0.0, 0.0)
- In Fields (Integer): 0
- In Accuracy (EOrreryTerrainAccuracy): Best
- In Surface (EOrreryTerrainSurface): Modified
- Out Return Value (OrreryTerrainGroundSample): not connected
- Header
#include "OrreryTerrainLibrary.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread (Blueprint). (the rule of UOrreryTerrainLibrary)
- Blueprint
- Sample Ground, in Orrery › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
WorldContextObject | const UObject* | — | Any object in the world whose terrain is read; supplies the world. |
Location | const FVector& | — | World cm; Z is ignored. |
Fields | int32 | — | A bit mask of |
Accuracy | EOrrery | EOrrery | Best, ExactOnly or Coarse ( |
Surface | EOrrery | EOrrery | Which ground to read ( |
Returns
The sample; Precision says whether it is an answer.