#pragma once #include "CoreMinimal.h" #include "ECarveFilterType.h" #include "DebrisBase.h" #include "DebrisInfluence.h" #include "EDebrisCarvedType.h" #include "Templates/SubclassOf.h" #include "UDebrisStaticCarveMesh.h" #include "DebrisStaticCarved.generated.h" class AActor; class UTerrainMaterial; UCLASS(Blueprintable, EditInlineNew) class UDebrisStaticCarved : public UDebrisBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EDebrisCarvedType CarverType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Meshes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterial* TerrainMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDebrisInfluence CaveInfluenceToAdd; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ECarveFilterType Filter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CarveOffsetRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf SpawnAttachClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AttachSpawnOffsetDistance; UDebrisStaticCarved(); };