#pragma once #include "CoreMinimal.h" #include "Components/SceneComponent.h" #include "ChunkId.h" #include "CSGPreviewComponent.generated.h" class ACSGBuilderBase; class UBakeConfig; class UDeepProceduralMeshComponent; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSDENGINE_API UCSGPreviewComponent : public USceneComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) ACSGBuilderBase* BaseBuilder; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UBakeConfig* CurrentBakeConfig; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) TMap Meshes; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool UsePreviewScene; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 ChangeCount; UCSGPreviewComponent(); };