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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainSubsystem::

RaycastGround

Blueprint

Analytic ray against the ground: no physics scene, never hits anything but ground.

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(AutoCreateRefTerm="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
  1. 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

NameTypeDefaultMeaning
Startconst FVector&—

World positions, cm.

Endconst FVector&—

World positions, cm.

OutPointFVector&—

Hit position, cm.

OutNormalFVector&—

Unit normal, Z up.

SurfaceEOrreryTerrainSurfaceEOrreryTerrainSurface::Modified

Which ground to trace: Modified (the default) is the ground as edited.

Returns

true on a hit between Start and End.