Knowledge Base
Orbit System Debug
Placeholder
Material Setup
Placeholder, sadly without a cat
Mass
Set the Mass for the central Mass. Higher values will cause faster Orbit Speeds.
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 Material
Select the material Orbit. The Material has to be compatible with the selected Orbit Mesh Type (see example Materials).
Show Orbit
the orbit material can be individually hidden or shown by this option.
Orbiting Object Rotation
rotate the Orbiting Object itself around the XYZ axis.
Orbit Rotation
rotate the Orbit around the XYZ Axis around its central Object
Days per Year
Set the amount of Days the orbiting Object has per orbit around its center.
0 = tidally locked to its central Object
Orbit Starting Point
Set the starting point for the Orbiting Object from 0° to 360°.
Orbit Scale
Scale the Orbit, if you don’t want to change Orbit Size.
Central Mass
Set the Actor that will be used in the center or the Orbit System
Orbit Speed Scale
This Option scales the speed of the Orbit. Use this, if you don’t want to change the Mass.
Time Passed
Precalculates, where the Orbits should be in the set amount of time (ingame seconds). This is not 100% accurate, especially for elliptical Orbits.
Central Mass Rotation
Rotate the Central Mass Actor along the XYZ Axis.
Orbit Name
Optional name for the orbit.
Orbit Eccentricity
Set the amount of eccentricity the orbit has. 0 = no eccentricity and 1 = max eccentricity.
Important: Eccentric (elliptical) Orbits cause more calculations in animation and dynamic materials.
Orbit Size
Set the size of the Orbit in unreal Units.
Orbit Builder Level1 Structure
expand and add Array Element (+) to add Level 1 Orbits (Orbits around the Central Mass Actor)
Orbiting Object
Select the Object for the specific Orbit. It will also be the central Mass for Orbits that are made around it.
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.
Scale Actor Too
If this is set to true, Actors will scale according to the Transform Scale value.
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.
Orbit Material Scale
Supported Materials, with a Scalar value “Scale” can be quickly scaled here. It applies to the entire Orbit System Blueprint.
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
