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Brass Orrery

Orrery Terrain · OrreryTerrain module · member function

UOrreryTerrainWaitForGround::

WaitForGround

Blueprint

Declaration

UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Query", meta=(AutoCreateRefTerm="Locations", BlueprintInternalUseOnly="true", WorldContext="WorldContextObject", DisplayName="Wait For Terrain Ground"))
static UOrreryTerrainWaitForGround* WaitForGround(const UObject* WorldContextObject, const TArray<FVector>& Locations, float Radius = 50000.f,
                                                    bool bCollision = true, float Timeout = 30.f);
Blueprint Wait For Terrain Ground
The graph as text
  1. Wait For Terrain Ground (latent function)
    • In Locations (array of Vector): not connected
    • In Radius (Float): 50000.0
    • In Collision (Boolean): true
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Ready: not connected
    • On Failed: not connected
    • Out Reason (EOrreryTerrainAsyncFailure): not connected
Header
#include "OrreryTerrainAsyncActions.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrain"); in your module’s Build.cs.
Stability
Stable: changes within a major version only add.
Blueprint
Wait For Terrain Ground, in Orrery › Terrain › Query

Parameters

NameTypeDefaultMeaning
WorldContextObjectconst UObject*—

Any object in the world whose terrain is read; supplies the world.

Locationsconst TArray<FVector>&—

World cm; Z is ignored.

Radiusfloat50000.f

Residency radius around each location, cm.

bCollisionbooltrue

Also wait until the collision of those tiles is built.

Timeoutfloat30.f

Real seconds before OnFailed(Timeout); 0 waits for ever.