#pragma once #include "CoreMinimal.h" #include "DebrisBase.h" #include "DebrisStaticMesh.h" #include "DebrisMesh.generated.h" class UMaterialInterface; UCLASS(Blueprintable, EditInlineNew) class UDebrisMesh : public UDebrisBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Meshes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* CommonMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText InGameName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName GemTrackerName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText InGameDescription; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StartCullDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float EndCullDistance; UDebrisMesh(); };