#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ECarveFilterType.h" #include "RandRange.h" #include "RandomizedInstantMeshCarver.generated.h" class USTLMeshCarver; class UStaticMesh; class UStaticMeshCarver; class UTerrainMaterialBase; UCLASS(Blueprintable) class ARandomizedInstantMeshCarver : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CarvingMeshes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray STLCarvingMeshes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray StaticMeshCarvers; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange RandomScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterialBase* TerrainMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ECarveFilterType Filter; public: ARandomizedInstantMeshCarver(); };