Orrery Terrain · OrreryTerrainEditor module · member function
UOrreryTerrainMaterialLibrary::
WrapActorMaterial
Editor onlyBlueprintThe wrapper of a terrain actor's Material, in the actor's wrapper folder, made if missing.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Materials")
static UMaterialInstanceConstant* WrapActorMaterial(AOrreryTerrainActor* Actor);The graph as text
- Wrap Actor Material (function call)
- In Actor (OrreryTerrainActor object): None
- Out Return Value (MaterialInstanceConstant object): not connected
- Header
#include "OrreryTerrainMaterialLibrary.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
- Editor, game thread. (the rule of UOrreryTerrainMaterialLibrary)
- Blueprint
- Wrap Actor Material, in Orrery › Terrain › Materials
Description
The wrapper is stored in the actor's TerrainMaterial. A null Material, a wrapper, and a special engine material need none, and a material that is not a surface material cannot have one: TerrainMaterial is then cleared, so a stale wrapper never outlives a Material change. When TerrainMaterial changes, a PostEditChangeProperty for it follows, and the actor re-creates its terrain with the new wrapper. The property-changed hook for Material does the same without that event, since the actor's own Material change re-creates the terrain next.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Actor | AOrrery | — | — |
Returns
The wrapper, or null when none is needed or Material is not a surface material.