Orbit System
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.
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 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 Scale
Scale the Orbit, if you don’t want to change Orbit Size.
Orbit Size
Set the size of the Orbit in unreal Units.
Orbiting Object
Select the Object for the specific Orbit. It will also be the central Mass for Orbits that are made around it.
Orbit Name
Optional name for the orbit.
Orbit Builder Level1 Structure
expand and add Array Element (+) to add Level 1 Orbits (Orbits around the Central Mass Actor)
Central Mass Rotation
Rotate the Central Mass Actor along the XYZ Axis.
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.
Orbit Speed Scale
This Option scales the speed of the Orbit. Use this, if you don’t want to change the Mass.
Mass
Set the Mass for the central Mass. Higher values will cause faster Orbit Speeds.
Central Mass
Set the Actor that will be used in the center or the Orbit System
Orbit System New Update
Bla bla bla