Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSubsystem::
LoadTerrainFromFile
Load a save file.
Declaration
EOrreryTerrainLoadResult LoadTerrainFromFile(const FString& Path, uint64 ExpectedFileHash = 0);- Header
#include "OrreryTerrainSubsystem.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Every member function is game thread unless it says otherwise. (the rule of UOrreryTerrainSubsystem)
Description
Every byte is hashed and checked first, so a damaged file is refused (Corrupt). With paging on, that pass runs on a task beside the read of the file's head, its sculpt index and its other plugins' sections, and no code is kept: every sculpted tile pages its code from the file when needed, checked against its hash again (a file damaged after the load loses that code, logged; its tile keeps its coarse shape). The file is kept open while any tile pages from it (IsTerrainFileInUse). Paging off reads every byte into memory. A failed load changes nothing. Refused on a read-only terrain and inside a ground-changed broadcast.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Path | const FString& | — | Absolute path of a save file. |
ExpectedFileHash | uint64 | 0 | The save's FileHash as the game stored it; 0 skips the check. A different file is refused as Corrupt (a mismatched pair). |
Returns
NotFound when the file does not exist.