Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSubsystem::
RegisterBrush
BlueprintRegister a brush asset's baked mask with this terrain, so brushes naming its id apply.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Brush")
EOrreryTerrainBrushRegistration RegisterBrush(UOrreryTerrainBrushAsset* Asset, FOrreryTerrainBrushMaskId& OutId);Blueprint Register Brush
The graph as text
- Register Brush (function call; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- In Asset (OrreryTerrainBrushAsset object): None
- Out Out Id (OrreryTerrainBrushMaskId): not connected
- Out Return Value (EOrreryTerrainBrushRegistration): 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
- Register Brush, in Orrery › Terrain › Brush
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Asset | UOrrery | — | The asset; it must be baked (HasMask). |
OutId | FOrrery | — | The mask's id on Registered and AlreadyHeld; invalid otherwise. |
Returns
Registered, AlreadyHeld, NoTerrain, NotBaked, Collision or OverBudget.
Note.
Game thread. Works in any world with a terrain, a replica and an editor world included.