#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Actor.h" #include "BakeSettings.h" #include "CSGBuilderBase.generated.h" class UBakeConfig; class UCSGPreviewComponent; class UTerrainMaterialCore; UCLASS(Blueprintable) class FSDENGINE_API ACSGBuilderBase : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBox BoundingBox; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 PreviewSeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBakeSettings PreviewSettings; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterialCore* EmptyMat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterialCore* ErrorMat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterialCore* SolidMat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTerrainMaterialCore* BurnedMat; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UCSGPreviewComponent* PreviewComponent; ACSGBuilderBase(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void PreGenerate(UBakeConfig* builder); };