PlanetX Docsv1.0.1
Language: ENLast audited: 2026-08-23
Runtime IntegrationSource verified

Coordinates and Surface Queries

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Coordinate APIs separate actor-pose conversion from planet-surface discovery. UPlanetXSubsystem is the Blueprint facade taking a World context; the Coordinate Component provides owner-bound conveniences.

#Transform capture and resolve

  • CapturePlanetXTransform captures a World Transform as a canonical PlanetX pose.
  • CaptureActorPlanetXTransform captures an actor transform.
  • ResolvePlanetXTransform computes the current World Transform from a canonical pose.
  • ApplyPlanetXTransformToActor resolves and applies it.
  • ResolveCoordinateFrame resolves a Planet or Section frame into World space.

Inspect FPlanetXTransformResolveResult together with the boolean return. Planet ID, Binding, and Section ID must match the current World registry.

#Surface queries

FPlanetXSurfaceQueryInput contains ray origin, direction, and selection criteria. Prefer QuerySurfaceAtWorldRayDetailed for gameplay branches because it distinguishes InvalidInput and RuntimeUnavailable from a geometric miss.

Queries can also start from Geo coordinates or FPlanetXTransform. FPlanetXSurfaceQueryResult carries Planet, Section, hit position, normal, and coordinate information.

#Landing and Sections

BuildLandingTransform creates a surface-aligned landing pose. GetSectionTransform, GetSectionDesc, and GetSectionRuntimeState expose the Section contract and current state.

#Component vector API

The Coordinate Component exposes Surface Up/Down/East/North, tangent projection, and Surface/Planet/Section Local to World vector conversion. Do not confuse points with vectors, and choose tangent projection explicitly for surface input.