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Brass Orrery

Orrery Terrain · OrreryTerrain module · class

UOrreryTerrainTileStoreAsset

Experimental

The cooked tile store: natural ground for large worlds, streamed per tile.

Declaration

UCLASS(BlueprintType)
class UOrreryTerrainTileStoreAsset : public UOrreryTerrainSourceAsset
Header
#include "OrreryTerrainTileStoreAsset.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Thread
Game thread.
Blueprint
“Orrery Terrain Tile Store Asset”, a Blueprint type

Description

Every base and mip tile is stored as a version-1 store tile (TileStoreCodec.h), compressed alone, in one bulk-data payload saved out of line (BULKDATA_Force_NOT_InlinePayload): the payload never loads with the package, and a tile is read by one byte-range request. The packed index (FOrreryTerrainTileStoreIndex) loads with the package.

Written only by the editor builder (FOrreryTerrainTileStoreBuilder) and the importers that use it, never at runtime. A terrain actor reaches the asset through its hard Source reference, which is what puts the asset and its payload in a cook.

Note.

Game thread. The tile source it bakes reads on loader tasks and keeps no pointer to it.

Functions

Properties

NameTypeDefaultMeaning
kMaxAllResidentTilesint64256

A store with more level-0 tiles than this refuses ResidentMipLevel 0, which would load the whole base.

MinTileBlueprintReadOnlyFIntPointFIntPoint::ZeroValue

First base tile with data, inclusive (a copy of the index's, for the details panel).

MaxTileBlueprintReadOnlyFIntPointFIntPoint(-1, -1)

Last base tile with data, inclusive.

MaxMipLevelBlueprintReadOnlyuint80

Deepest mip level stored.

ContentHashuint640

Hash of the stored ground: every slot's tile hash (decoded posts and channels, and the ground classes of field 1) in index order, plus the fields' rectangles and levels.

The tile source mixes the grid into it, so a save is refused over another store or over the same store moved.

GeoOriginBlueprintReadOnlyFOrreryTerrainGeoOrigin—

Where the ground sits on the earth (metadata).

ProvenanceBlueprintReadOnlyFOrreryTerrainStoreProvenance—

What the store was imported from (metadata for staleness checks).

Blueprint