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Brass Orrery

Orrery Terrain · Blueprint · Orrery › Terrain › Query

Sample Ground Batch (Async)

Node

Blueprint Sample Ground Batch (Async)
The graph as text
  1. Sample Ground Batch (Async) (latent function)
    • In Locations (array of Vector): not connected
    • In Fields (Integer): 0
    • In Accuracy (EOrreryTerrainAccuracy): Best
    • In Surface (EOrreryTerrainSurface): Modified
    • In Timeout (Float): 30.0
    • Then: not connected
    • On Completed: not connected
    • On Failed: not connected
    • Out Samples (array of OrreryTerrainGroundSample): not connected
    • Out Reason (EOrreryTerrainAsyncFailure): not connected
Palette
Orrery › Terrain › Query
Node
latent function
Module
OrreryTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
LocationsArray of Vector—

World cm. Up to 65,536; the rest are answered NoData.

FieldsInteger0

A bit mask of EOrreryTerrainSampleFields; the height is always computed.

AccuracyEOrreryTerrainAccuracyBest

Best, ExactOnly or Coarse (EOrreryTerrainAccuracy).

SurfaceEOrreryTerrainSurfaceModified

Which ground to read (EOrreryTerrainSurface); Modified is the current ground.

TimeoutFloat30.0

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

Outputs

PinTypeMeaning
Exec outExecRuns next.
On CompletedExec

Fires with the samples in input order; Reason is None.

On FailedExec

Fires when the node gives up, with Reason and no samples.

SamplesArray of Orrery Terrain Ground Sample—
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)
  • Fields is a bitmask: the editor shows a flags drop-down, drawn here as its integer
  • async action: one exec output per event dispatcher of the action class, and their parameters as data outputs