Orrery Terrain · Blueprint · Make and Break
Break Orrery Terrain Import Result
Editor onlyWhat an importer's scripting entry returns.
Node
Blueprint Break Orrery Terrain Import Result
The graph as text
- Break Orrery Terrain Import Result (structure)
- In Orrery Terrain Import Result (OrreryTerrainImportResult): not connected
- Out Success (Boolean): not connected
- Out Report (String): not connected
- Palette
- The struct’s pin menu (drag from a Orrery Terrain Import Result pin), or search “Break Orrery Terrain Import Result”
- Node
- structure
- Module
- OrreryTerrainEditor, editor only: the node is in editor-utility Blueprints, not in packaged games
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Orrery Terrain Import Result | Orrery Terrain Import Result | — | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Success | Boolean | Whether the import ran (or, for a currency check, whether the store is current). |
| Report | String | One line: counts and bytes on success, the reason for a refusal otherwise. |
Description
Unreal's Python binding turns a UFUNCTION that returns bool and has an out parameter into None on false, which drops the reason. A struct return always reaches Python as an object: result.success and result.report.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.
- the palette lists Make and Break under Utilities, Struct; the reference groups them by struct