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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

Blueprint Break Orrery Terrain Render Settings
The graph as text
  1. 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

PinTypeDefaultMeaning
Orrery Terrain Render SettingsOrrery Terrain Render Settings——

Outputs

PinTypeMeaning
TierEOrreryTerrainRenderTier

Renderer for this terrain.

Lod 0Screen SizeFloat

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