Orrery Terrain · module
OrreryTerrainPCG
A runtime module: in the editor and in packaged games. 3 public headers.
- Build.cs
PublicDependencyModuleNames.Add("OrreryTerrainPCG");- Type
- Runtime
OrreryTerrainPCGData.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 "OrreryTerrainPCGData.h"
- EOrreryTerrainPCGSurface enum
Which ground a terrain surface data reads.
- EOrreryTerrainPCGAccuracy enum
How exact a sample must be.
- FOrreryTerrainPCGAttributes struct
Which attributes the points carry (the Z, rotation and density are always written).
- FOrreryTerrainPCGParams struct
How a terrain surface data samples.
- UOrreryTerrainPCGData class
The terrain as PCG surface data (Tier 3).
OrreryTerrainPCGRefresh.h
ExperimentalThe opt-in re-run on edit: UOrreryTerrainPCGRefreshComponent on the actor that owns the PCG components, and UOrreryTerrainPCGSubsystem, which reads the ground journal and re-runs the components an edit reached.
#include "OrreryTerrainPCGRefresh.h"
- EOrreryTerrainPCGRefreshMode enum
When a PCG component re-runs over ground that changed.
- EOrreryTerrainPCGRefreshKind enum
How the subsystem re-ran one PCG component.
- UOrreryTerrainPCGRefreshComponent class
Opt-in: re-run the PCG components on this actor when the ground under them changes (Tier 3).
- UOrreryTerrainPCGSubsystem class
The listener behind
UOrreryTerrainPCGRefreshComponent: one per world, game thread.
OrreryTerrainPCGSettings.h
ExperimentalThe PCG node Get Orrery Terrain Data: outputs the world's terrain as one surface data over the component's bounds.
#include "OrreryTerrainPCGSettings.h"
- UPCGGetOrreryTerrainDataSettings class
Get Orrery Terrain Data: outputs the world's terrain as one surface data over the component's bounds.
- FPCGGetOrreryTerrainDataElement class
Runs on the game thread; not cached, because the data's own CRC carries the edit revision.