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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainSculptComponent::

SetSplat

Blueprint

Make the brush a splat: each stroke step of a drag, and SplatOnce, lays up to four masked Paint steps (red to alpha) at the dab's centre and angle instead of one brush step.

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Sculpt|Brush", meta=(AutoCreateRefTerm="InSplat"))
void SetSplat(const FOrreryTerrainSplat& InSplat);
Blueprint Set Splat
The graph as text
  1. Set Splat (function call; Target is Orrery Terrain Sculpt Component)
    • In Target (self object): self
    • In In Splat (OrreryTerrainSplat): not connected
Header
#include "OrreryTerrainSculptComponent.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Thread
Game thread.
Blueprint
Set Splat, in Orrery › Terrain › Sculpt › Brush

Description

The splat's masks must be registered with the terrain (UOrreryTerrainSubsystem::RegisterSplat, or the brush tool's SetSplatBrush). The dab takes Brush's radius, falloff, opacity and mask flags; RotationMode, Spacing and jitter work as for a masked brush.

Parameters

NameTypeDefaultMeaning
InSplatconst FOrreryTerrainSplat&—

A registered splat; an empty one returns to the plain brush.

Note.

Game thread. A drag in progress keeps the splat it began with only in steps already taken.