Orbdale Terrain · module
OrbdaleTerrainPCG
A runtime module: in the editor and in packaged games. 3 public headers.
- Build.cs
PublicDependencyModuleNames.Add("OrbdaleTerrainPCG");- Type
- Runtime
OrbdaleTerrainPCGData.h
ExperimentalThe terrain as a UPCGSurfaceData that samples the ground through one SampleGround call per batch, with height, slope, ground class, holes, precision and one attribute per paint layer.
#include "OrbdaleTerrainPCGData.h"
- EOrbdaleTerrainPCGSurface enum
Which ground a terrain surface data reads.
- EOrbdaleTerrainPCGAccuracy enum
How exact a sample must be.
- FOrbdaleTerrainPCGAttributes struct
Which attributes the points carry (the Z, rotation and density are always written).
- FOrbdaleTerrainPCGParams struct
How a terrain surface data samples.
- UOrbdaleTerrainPCGData class
The terrain as PCG surface data (Tier 3).
OrbdaleTerrainPCGRefresh.h
ExperimentalThe opt-in re-run on edit: UOrbdaleTerrainPCGRefreshComponent on the actor that owns the PCG components, and UOrbdaleTerrainPCGSubsystem, which reads the ground journal and re-runs the components an edit reached.
#include "OrbdaleTerrainPCGRefresh.h"
- EOrbdaleTerrainPCGRefreshMode enum
When a PCG component re-runs over ground that changed.
- EOrbdaleTerrainPCGRefreshKind enum
How the subsystem re-ran one PCG component.
- UOrbdaleTerrainPCGRefreshComponent class
Opt-in: re-run the PCG components on this actor when the ground under them changes (Tier 3).
- UOrbdaleTerrainPCGSubsystem class
The listener behind
UOrbdaleTerrainPCGRefreshComponent: one per world, game thread.
OrbdaleTerrainPCGSettings.h
ExperimentalThe PCG node Get Orbdale Terrain Data: outputs the world's terrain as one surface data over the component's bounds.
#include "OrbdaleTerrainPCGSettings.h"
- UPCGGetOrbdaleTerrainDataSettings class
Get Orbdale Terrain Data: outputs the world's terrain as one surface data over the component's bounds.
- FPCGGetOrbdaleTerrainDataElement class
Runs on the game thread; not cached, because the data's own CRC carries the edit revision.