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Orbit Mesh Type Debug
Change the default used Mesh Type for every orbit using the default option.
Simulation Steps
Set the amount of steps used for simulating elliptical orbits in the “Time Passed” Setting.
Tick Interval
Set the tick interval. This way you can run Orbit System on a fixed, internal frame rate.
Update Blueprint
Using this Checkbox, will run the blueprint script again. The checkbox itself doesn’t indicate anything.
Orbit Name Color
The color of the orbit names (around the orbit), can be changed here.
Error Text Color
The color of the error text (around the orbit), can be changed here.
Orbit Speed Scale Time Delta Mod
This value is multiplied with the Orbit Speed, since it would be very slow without it. Changing it will change all Orbit Speeds.
Default: 1500
Spline Duration
Set the spline duration. Default: 0
Draw Debug Spline
Force to draw Spline.
Reference Orbit
Change the reference Orbit used for spline Point calculations. Another orbit can be used for “Spline Points to Calculate Min” instead for the smallest.
Default: 0
Debug Orbit Material
Change the material that is used by “Show Debug Orbit Material”.
Orbit Builder Material Picker Debug
This form allows the default materials for each Orbit Mesh type to be changed.
Show Debug Orbit Material
Set this to true, to use the Debug Orbit Material. This setting affects both, editor and ingame.
Show Orbit Name
Set this to true, to show the Name of every Orbit around the Orbit. The Name is only shown in the editor, not ingame.
Overwrite Orbit Fix with Debug
Set this to true, if you set a “Orbit Fix All” value in the setting above.
Orbit Fix All
This setting is used for Plane Mesh Orbits. It can change the corresponding setting in the according materials in bulk.
“Overwrite Orbit Fix with Debug” has to be set to true, to be used.
Interpolate Spline Points
If set to true, the amount of spline points will increase with the increasing orbit sizes, based on the smallest one.
If set to false, all Orbits will use the Value set in “Spline Points to Calculate Min”.
Default: True
Spline Points to Calculate Max
How many spline points should be used max. Inner Orbits start with the min. value and bigger outer Orbits approach the max. value. Should be increased if there is a very huge difference in Orbit sizes.
Default value: 16
Spline Points to Calculate Min
How many spline points should be used min. Inner Orbits start with the min. value and bigger outer Orbits approach the max. value. This can be set as low as 2, but it is not recommended.
Default value: 4
Orbit Material Scale
Supported Materials, with a Scalar value “Scale” can be quickly scaled here. It applies to the entire Orbit System Blueprint.
Scale Orbit Material Too
If this is set to true, the Orbit Material will scale according to the Transform Scale value. This only works with materials, that have a Scalar value “Scale” build in.
Scale Actor Too
If this is set to true, Actors will scale according to the Transform Scale value.
Scale Orbit Speed Too
If this is set to true, the Orbit Speed will scale with the Transform Scale. All Orbits will have the same time per Orbit, no mater the scale.
Sub Orbit
Here you can add Orbits to your Orbiting Object by adding a SubOrbitStructure Array (+).
You can also set the Mass and Speed Scale for your Orbiting Object here (that will be the center of the newly created Sub Orbit).
Orbit Mesh Type
Select the Mesh Type you want to use. Dynamic Materials will need there dynamic Mesh Type counterpart. You can set a individual default option in the Debug Settings (will be changed in the future).
The thickness is set in the corresponding Materials for each Mesh Type

This Mesh Type is used by:
- Plane Mesh
- Plane Mesh with Dynamic Material
This Type has the least amount of Mesh. It can’t be
viewed from the side properly. For this use any of the
other Mesh Types.

This Mesh Type is used by:
- Torus Spline Mesh
- Torus Spline Mesh with Dynamic Material
This is in Unreal Engine 4 with Tessellation.
Unreal Engine 5 is using this without Tessellation
at the moment. (once UE4 won’t be supported
anymore by the Orbit System, this will change)

This Mesh Type is used by:
- Torus Spline Mesh
- Torus Spline Mesh with Dynamic Material
This is how it looks in Unreal Engine 5 at the moment,
without Tessellation

This Mesh Type is used by:
- Torus Spline Mesh Extreme HD
- Torus Spline Mesh Extreme HD with Dynamic Material
This is best used, if you don’t want to use Tessellation, or
if you are using Unreal Engine 5 and can’t use Tessellation
for the moment.

This Mesh Type is used by:
- Cross Spline Mesh
This is another low Polygone Version, that is also visible from
the side, unlike the Plane Mesh. Unlike the others, it dose not
have a dynamic Version. If there is a need for it, let me know.