#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "ProceduralTunnelComponent.generated.h" class UCaveInfluencer; class UTunnelParameters; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UProceduralTunnelComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTunnelParameters* TunnelParameters; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CreateDirt; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UCaveInfluencer* DirtInfluencer; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DirtInfluencerRange; public: UProceduralTunnelComponent(); };