#pragma once #include "CoreMinimal.h" #include "LayeredNoise.generated.h" class UFloodFillSettings; USTRUCT(BlueprintType) struct FLayeredNoise { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* Noise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Scale; FSD_API FLayeredNoise(); };