Orrery Terrain · Blueprint · Make and Break
Break Orrery Terrain Render Settings
How a terrain renders: tier, LOD, far field and shadow invalidation (Tier 3 authoring data).
Node
The graph as text
- Break Orrery Terrain Render Settings (structure)
- In Orrery Terrain Render Settings (OrreryTerrainRenderSettings): not connected
- Out Tier (EOrreryTerrainRenderTier): not connected
- Out Lod 0Screen Size (Float): not connected
- Out Lod 0Distribution (Float): not connected
- Out Lod Distribution (Float): not connected
- Out Lod Blend Range (Float): not connected
- Out Far Field (Boolean): not connected
- Out Override Far Detail (Boolean): not connected
- Out Far Detail (EOrreryTerrainFarDetail): not connected
- Out Far Field Distance M (Double): not connected
- Out Far Field Shadows (Boolean): not connected
- Out Shadow Invalidation Height Error Cm (Float): not connected
- Out Lumen Heightfield (Boolean): not connected
- Out Rvt Mode (EOrreryTerrainRvtMode): not connected
- Out Runtime Virtual Texture (RuntimeVirtualTexture soft object): not connected
- Out Rvt Settle Uploads (Integer): not connected
- Palette
- The struct’s pin menu (drag from a Orrery Terrain Render Settings pin), or search “Break Orrery Terrain Render Settings”
- Node
- structure
- Module
- OrreryTerrain
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Orrery Terrain Render Settings | Orrery Terrain Render Settings | — | — |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Tier | EOrreryTerrainRenderTier | Renderer for this terrain. |
| Lod 0Screen Size | Float | Screen size at which LOD 1 starts: a chunk's bounding-sphere radius projected over the screen's height (0.5 is a sphere that just fills the height). |
| Lod 0Distribution (advanced) | Float | Divider from LOD 1's screen size to LOD 2's. |
| Lod Distribution (advanced) | Float | Divider between each further LOD's screen size and the next. |
| Lod Blend Range (advanced) | Float | Fraction of a chunk, from its edge inwards, over which a vertex blends to its neighbour's LOD. |
| Far Field (advanced) | Boolean | Draw the far field: the whole terrain outside the resident chunks, from the always-resident mip pyramid. |
| Override Far Detail (advanced) | Boolean | Use this terrain's FarDetail instead of the quality profile's (r.OrreryTerrain.Quality, or the project's Quality Profile). |
| Far Detail (advanced) | EOrreryTerrainFarDetail | Far detail: the ring of mid-distance terrain detail. |
| Far Field Distance M (advanced) | Float | Far-field draw distance from any view, metres. |
| Far Field Shadows (advanced) | Boolean | Whether the far field casts shadows. |
| Shadow Invalidation Height Error Cm (advanced) | Float | Height error, cm, above which a LOD change invalidates a chunk's cached VSM pages. |
| Lumen Heightfield (advanced) | Boolean | Join software Lumen and the global distance field as a heightfield (one top-down card per chunk). |
| Rvt Mode (advanced) | EOrreryTerrainRvtMode | Colour RVT mode. |
| Runtime Virtual Texture (advanced) | Runtime Virtual Texture Soft Object Reference | The colour RVT to write and read. |
| Rvt Settle Uploads (advanced) | Integer | Virtual texture pages the engine may upload per frame while the RVT settles after an edit, outside the editor (r.VT.MaxUploadsPerFrame, 2 by default). |
Description
Read by the renderer when the terrain is created; a change re-creates the render state. The LOD numbers form one screen-size ladder: LOD 1 starts where a chunk's bounding-sphere radius projects to Lod0ScreenSize of the screen's height, LOD 2 at that size divided by Lod0Distribution, and each further LOD at the previous one's size divided by LodDistribution.
Plain values and one soft object path: nothing here is walked by the GC per frame.
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