#pragma once #include "CoreMinimal.h" #include "ECarveFilterType.h" #include "RandRange.h" #include "ResourceCreator.h" #include "VeinResourceCreator.generated.h" class UDebrisBase; class UDebrisPositioning; class UFloodFillSettings; class UVeinResourceData; UCLASS(Blueprintable, EditInlineNew) class UVeinResourceCreator : public UResourceCreator { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UVeinResourceData* Resource; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDebrisPositioning* Positioning; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ECarveFilterType CarveType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SegmentMaxDot; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float VeinWorldHorizontalMaxDot; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float VeinWorldHorizontalMinDot; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange VeinLength; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFloodFillSettings* Noise; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float range; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float NoiseRange; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> Debris; public: UVeinResourceCreator(); };