Coordinates and Surface Queries
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
CapturePlanetXTransformcaptures a World Transform as a canonical PlanetX pose.CaptureActorPlanetXTransformcaptures an actor transform.ResolvePlanetXTransformcomputes the current World Transform from a canonical pose.ApplyPlanetXTransformToActorresolves and applies it.ResolveCoordinateFrameresolves 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.