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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · member function

UOrreryTerrainMaterialLibrary::

WrapActorMaterial

Editor onlyBlueprint

The 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);
Blueprint Wrap Actor Material
The graph as text
  1. 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

NameTypeDefaultMeaning
ActorAOrreryTerrainActor*——

Returns

The wrapper, or null when none is needed or Material is not a surface material.