#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "BinaryTerrainMaterialCombiner.h" #include "CSGBase.h" #include "DeepCSGFloatTree.h" #include "DeepCSGNode.h" #include "MeshCellNoiseProperties.h" #include "CSGCellNoise.generated.h" UCLASS(Blueprintable) class UCSGCellNoise : public UCSGBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FMeshCellNoiseProperties Properties; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBinaryTerrainMaterialCombiner Materials; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector ReciprocalCellSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FDeepCSGFloatTree ApplyTree; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray CellPositions; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray CellLeaves; UCSGCellNoise(); };