#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "NoiseFunctionLibrary.generated.h" class AActor; class UObject; class USceneComponent; UCLASS(Blueprintable) class UNoiseFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UNoiseFunctionLibrary(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void SphericalNoiseMovementComponent(UObject* WorldContextObject, USceneComponent* Component, FVector Center, float Radius, float Speed, float TimeOffset); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void SphericalNoiseMovementActor(UObject* WorldContextObject, AActor* Actor, FVector Center, float Radius, float Speed, float TimeOffset); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static FVector NoiseSphere3D(UObject* WorldContextObject, float Time, float Radius); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static FVector2D NoiseSphere2D(UObject* WorldContextObject, float Time, float Radius); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static float Noise3D(UObject* WorldContextObject, float X, float Y, float Z); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static float Noise2D(UObject* WorldContextObject, float X, float Y); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static float Noise(UObject* WorldContextObject, float X); };