Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSaveAsync::
SaveTerrainToSlotAsync
BlueprintDeclaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Save", meta=(="true", ="WorldContextObject", ="Options", ="Save Terrain To Slot (Async)"))
static UOrreryTerrainSaveAsync* SaveTerrainToSlotAsync(const UObject* WorldContextObject, const FString& SlotName, int32 UserIndex, const FOrreryTerrainSaveOptions& Options);Blueprint Save Terrain To Slot (Async)
The graph as text
- Save Terrain To Slot (Async) (latent function)
- In Slot Name (String): empty
- In User Index (Integer): 0
- In Options (OrreryTerrainSaveOptions): not connected
- Then: not connected
- On Completed: not connected
- On Failed: not connected
- Out Ref (OrreryTerrainSaveRef): not connected
- Out Result (EOrreryTerrainSaveResult): not connected
- Out Lost Codes (Integer64): not connected
- Out Message (String): not connected
- 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. (the rule of UOrreryTerrainSaveAsync)
- Blueprint
- Save Terrain To Slot (Async), in Orrery › Terrain › Save
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
WorldContextObject | const UObject* | — | Any object in the world whose terrain is saved; supplies the world. |
SlotName | const FString& | — | The game's slot name. |
UserIndex | int32 | — | The platform user; 0 on desktop. |
Options | const FOrrery | — | What the save keeps. Left unwired in Blueprint, the default options: every feature is kept. |