Orrery Terrain · Blueprint · Orrery › Terrain › Materials
Make Layer Table
Editor onlyCreate or refill the layer table: a 256 x 1 RGBA32F texture, one texel per paint layer id, that the terrain material reads with Load (layer ids are 8-bit, so a table replaces four-layers-per-vector parameters).
Node
The graph as text
- Make Layer Table (function call)
- In Package Name (String): empty
- In Rows (array of LinearColor): not connected
- Out Return Value (Texture2D object): not connected
- Palette
- Orrery › Terrain › Materials
- Node
- function call
- Module
- OrreryTerrainEditor, editor only: the node is in editor-utility Blueprints, not in packaged games
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Package Name | String | — | Long package name of the texture. |
| Rows | Array of Linear Color | — | Row i is layer i; missing rows are zero, rows past 256 are an error. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Return Value | Texture 2 D Object Reference | The texture, or null when Rows holds more than 256 entries. |
Description
The texel layout is the material's: x the layer's tile size (m), y its displacement amplitude (cm), z its height-map mean (0..1), w 1 where the layer projects onto steep sides. Uncompressed, nearest, no mips, never streamed, so a value reads back exactly. The asset is not saved.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.