#pragma once #include "CoreMinimal.h" #include "DecalData.h" #include "EDebrisMeshCollisionProfile.h" #include "EDebrisMeshShadows.h" #include "DebrisStaticMesh.generated.h" class UFXSystemAsset; class UMaterialInterface; class USoundCue; class UStaticMesh; USTRUCT(BlueprintType) struct FDebrisStaticMesh { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UStaticMesh* Mesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* Material; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EDebrisMeshCollisionProfile CollisionProfile; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Probablity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* DestroyedSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFXSystemAsset* DestroyedParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDecalData Decal; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Fragile; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EDebrisMeshShadows CastShadows; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Durable; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 SpecialDebrisType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool SpawnWhenCarving; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool OnlySpawnWhenCarving; FSD_API FDebrisStaticMesh(); };