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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainSubsystem::

RegisterBrushMaskFromPixels

Blueprint

Register raw single-channel pixels as a mask, baked with the asset-free defaults of the usage (256 x 256 at 8 bits for a strength mask, 1024 x 1024 at 16 for a height mask).

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Brush")
EOrreryTerrainBrushRegistration RegisterBrushMaskFromPixels(const TArray<uint8>& Pixels, int32 Width, int32 Height, bool b16Bit, bool bHeightMask,
                                                              FOrreryTerrainBrushMaskId& OutId);
Blueprint Register Brush Mask from Pixels
The graph as text
  1. Register Brush Mask from Pixels (function call; Target is Orrery Terrain Subsystem)
    • In Target (self object): self
    • In Pixels (array of Byte): not connected
    • In Width (Integer): 0
    • In Height (Integer): 0
    • In B 16Bit (Boolean): false
    • In Height Mask (Boolean): false
    • 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 Mask from Pixels, in Orrery › Terrain › Brush

Parameters

NameTypeDefaultMeaning
Pixelsconst TArray<uint8>&—

Width x Height samples row-major, 2 little-endian bytes each when b16Bit.

Widthint32—

Samples a row.

Heightint32—

Rows.

b16Bitbool—

Samples are 2 little-endian bytes instead of 1.

bHeightMaskbool—

Bake as a height mask (1024 at 16 bits) instead of a strength mask.

OutIdFOrreryTerrainBrushMaskId&—

The mask's id on success.

Returns

As RegisterBrush, plus NotBaked when the pixels are refused.

Note.

Game thread.