#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/SceneComponent.h" #include "DebrisCapsule.h" #include "EDebrisColliderType.h" #include "TerrainPlacementBox.h" #include "TerrainPlacementComponent.generated.h" class AProceduralSetup; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UTerrainPlacementComponent : public USceneComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TerrainCheckers; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EDebrisColliderType CapsuleType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDebrisCapsule Capsule; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 BlockerIDHack; UTerrainPlacementComponent(); UFUNCTION(BlueprintCallable) void RemoveBlockers(); UFUNCTION(BlueprintCallable) void AddBlockers(AProceduralSetup* ProceduralSetup, const FTransform& Transform); };