Orrery Terrain · Blueprint · Orrery › Terrain › Edit
Wait For Terrain Editable
Node
Blueprint Wait For Terrain Editable
The graph as text
- 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
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Centre | Vector | 0, 0, 0 | The brush centre, world cm; Z is ignored. |
| Radius | Float | 5000.0 | The brush radius, cm. |
| Timeout | Float | 30.0 | Real seconds before |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| On Ready | Exec | Fires once a brush over the circle would be applied; Reason is None. |
| On Failed | Exec | Fires when the node gives up: Refused at once when waiting cannot help, Timeout, or the world or terrain gone. |
| Reason | EOrreryTerrainAsyncFailure | — |
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