Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSubsystem::
RaycastGround
BlueprintAnalytic ray against the ground: no physics scene, never hits anything but ground.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(="Start,End"))
bool RaycastGround(const FVector& Start, const FVector& End, FVector& OutPoint, FVector& OutNormal,
EOrreryTerrainSurface Surface = EOrreryTerrainSurface::Modified) const;Blueprint Raycast Ground
The graph as text
- Raycast Ground (pure function; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- In Start (Vector): (0.0, 0.0, 0.0)
- In End (Vector): (0.0, 0.0, 0.0)
- In Surface (EOrreryTerrainSurface): Modified
- Out Out Point (Vector): not connected
- Out Out Normal (Vector): not connected
- Out Return Value (Boolean): 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
- Every member function is game thread unless it says otherwise. (the rule of UOrreryTerrainSubsystem)
- Blueprint
- Raycast Ground, in Orrery › Terrain › Query
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Start | const FVector& | — | World positions, cm. |
End | const FVector& | — | World positions, cm. |
OutPoint | FVector& | — | Hit position, cm. |
OutNormal | FVector& | — | Unit normal, Z up. |
Surface | EOrrery | EOrrery | Which ground to trace: Modified (the default) is the ground as edited. |
Returns
true on a hit between Start and End.