#pragma once #include "CoreMinimal.h" #include "Components/MeshComponent.h" #include "DeepProceduralMeshComponent.generated.h" class UBodySetup; class UPhysicalMaterial; class UTerrainMaterialCore; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSDENGINE_API UDeepProceduralMeshComponent : public UMeshComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, DuplicateTransient, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UBodySetup* ProcMeshBodySetup; UDeepProceduralMeshComponent(); UFUNCTION(BlueprintCallable, BlueprintPure) UTerrainMaterialCore* FindTerrainMaterialFromPhysicalMaterial(UPhysicalMaterial* Material) const; };