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Brass Orrery

Orrery Terrain · Blueprint · Orrery › Terrain › Save

Save Terrain To Slot (Async)

Node

Blueprint Save Terrain To Slot (Async)
The graph as text
  1. Save Terrain To Slot (Async) (latent function)
    • In Slot Name (String): empty
    • In User Index (Integer): 0
    • In Options (OrreryTerrainSaveOptions): not connected
    • Then: not connected
    • On Completed: not connected
    • On Failed: not connected
    • Out Ref (OrreryTerrainSaveRef): not connected
    • Out Result (EOrreryTerrainSaveResult): not connected
    • Out Lost Codes (Integer64): not connected
    • Out Message (String): not connected
Palette
Orrery › Terrain › Save
Node
latent function
Module
OrreryTerrain

Inputs

PinTypeDefaultMeaning
Exec inExec—Runs the node.
Slot NameString—

The game's slot name.

User IndexInteger0

The platform user; 0 on desktop.

OptionsOrrery Terrain Save Options—

What the save keeps. Left unwired in Blueprint, the default options: every feature is kept.

Outputs

PinTypeMeaning
Exec outExecRuns next.
On CompletedExec

The save landed: keep Ref in the game's save.

On FailedExec

Nothing was saved: Result says why (ReadFailed with LostCodes above zero for a damaged world), Message in words.

RefTerrain Save Reference—
ResultEOrreryTerrainSaveResult—
Lost CodesInteger64—
MessageString—
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