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Orrery Terrain · Blueprint · Orrery › Terrain › Edit

Wait For Terrain Editable

Node

Blueprint Wait For Terrain Editable
The graph as text
  1. Wait For Terrain Editable (latent function)
    • In Centre (Vector): (0.0, 0.0, 0.0)
    • In Radius (Float): 5000.0
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Ready: not connected
    • On Failed: not connected
    • Out Reason (EOrreryTerrainAsyncFailure): not connected
Palette
Orrery › Terrain › Edit
Node
latent function
Module
OrreryTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
CentreVector0, 0, 0

The brush centre, world cm; Z is ignored.

RadiusFloat5000.0

The brush radius, cm.

TimeoutFloat30.0

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

Outputs

PinTypeMeaning
Exec outExecRuns next.
On ReadyExec

Fires once a brush over the circle would be applied; Reason is None.

On FailedExec

Fires when the node gives up: Refused at once when waiting cannot help, Timeout, or the world or terrain gone.

ReasonEOrreryTerrainAsyncFailure—
How this page is made

Drawn from the C++ declaration’s reflection specifiers, not exported from the editor. Hidden pins, which the editor fills itself: WorldContextObject.

  • WorldContextObject is the world context: hidden where the Blueprint has a world, shown in one without (a function library)
  • async action: one exec output per event dispatcher of the action class, and their parameters as data outputs