Skip to content
Brass Orrery

Orrery Terrain · OrreryTerrain module · class

UOrreryTerrainSaveAsync

Save the terrain beside a game's save slot (UOrreryTerrainSubsystem::SaveTerrainAsync): fires OnCompleted with the reference to keep in the game's USaveGame, or OnFailed with the result, the lost-code count and a message.

Declaration

UCLASS()
class UOrreryTerrainSaveAsync : public UBlueprintAsyncActionBase
Header
#include "OrreryTerrainAsyncActions.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
UBlueprintAsyncActionBase
Blueprint
“Orrery Terrain Save Async”, a Blueprint type

Description

Exactly one of the two fires, on the game thread, possibly in the same frame.

Note.

Game thread. The node lives until it fires; a world that ends first never fires it.

Functions

Properties

NameTypeDefaultMeaning
OnCompletedBlueprintAssignableFOrreryTerrainSaveDelegate—

The save landed: keep Ref in the game's save.

Result is Ok.

OnFailedBlueprintAssignableFOrreryTerrainSaveDelegate—

Nothing was saved: Result says why (ReadFailed with LostCodes above zero for a damaged world), Message in words.

Blueprint