#pragma once #include "CoreMinimal.h" #include "BiomeNoiseItem.generated.h" class UDetailNoise; class UFloodFillSettings; USTRUCT(BlueprintType) struct FBiomeNoiseItem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* CeilingNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* CeilingDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* WallNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* WallDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* FloorNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDetailNoise* FloorDetailNoise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Weight; FSD_API FBiomeNoiseItem(); };