#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "CSGGroup.h" #include "DeepCSGFloatTree.h" #include "DeepCSGTree.h" #include "GeneralTerrainMaterialCombiner.h" #include "MeshLayerProperties.h" #include "CSGLayer.generated.h" UCLASS(Blueprintable) class UCSGLayer : public UCSGGroup { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FMeshLayerProperties Properties; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGeneralTerrainMaterialCombiner Materials; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FBox WorldSpaceBoundingBox; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FDeepCSGFloatTree BoundingTree; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FDeepCSGTree TempTree; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FMatrix TransformMatInv; UCSGLayer(); };