Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSubsystem::
GetEditAccessAt
BlueprintGetEditAccess for a brush over one circle: whether a sculpt or paint step there would be applied now rather than answer Pending.
Declaration
UFUNCTION(BlueprintPure, Category="Orrery|Terrain|Edit", meta=(="Centre"))
EOrreryTerrainEditAccess GetEditAccessAt(const FVector& Centre, double Radius = 5000.0) const;The graph as text
- Get Edit Access At (pure function; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- In Centre (Vector): (0.0, 0.0, 0.0)
- In Radius (Double): 5000.0
- Out Return Value (EOrreryTerrainEditAccess): not connected
- Header
#include "OrreryTerrainSubsystem.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Game thread.
- Blueprint
- Get Edit Access At, in Orrery › Terrain › Edit
Description
The question to ask after a load, a teleport or a spawn in a streamed or paged world, where GetEditAccess already answers Allowed once any ground has arrived but the ground under the brush may still be streaming in, or its sculpt may still be paging in from the save.
Loading here means the ground under the circle: a base tile is not resident, a sculpted tile waits for its page, or the natural ground there is not built yet. This only reads: it requests nothing, so ground streams in through the streaming sources (a camera, RegisterInvoker). To wait without polling, use the Wait For Terrain Editable node (UOrreryTerrainWaitForEditable), which streams the circle in and fires once this answers Allowed; in C++, bind OnGroundChanged and ask again there.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Centre | const FVector& | — | World cm; Z is ignored. |
Radius | double | 5000.0 | The brush radius, cm; the step's window adds one post around it, as ApplyBrush does. |
Returns
GetEditAccess's answer when it is not Allowed; otherwise Allowed, or Loading while the ground under the circle is not ready. The sculpt limits are not checked: a radius over GetSculptLimits().MaxRadius is Refused by ApplyBrush whatever this answers, and a Refused step never applies, so do not retry it.
Game thread. Changes nothing.