Orrery Terrain · Blueprint · Orrery › Terrain › Save
Load Terrain From Slot (Async)
Node
Blueprint Load Terrain From Slot (Async)
The graph as text
- Load Terrain From Slot (Async) (latent function)
- In Ref (OrreryTerrainSaveRef): not connected
- Then: not connected
- On Completed: not connected
- On Failed: not connected
- Out Result (EOrreryTerrainLoadResult): not connected
- Palette
- Orrery › Terrain › Save
- Node
- latent function
- Target
UOrreryTerrainLoadAsync- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Ref | Terrain Save Reference | — | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| On Completed | Exec | The terrain was replaced by the save; Result is Ok. |
| On Failed | Exec | The terrain is unchanged; Result says why. |
| Result | EOrreryTerrainLoadResult | — |
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