#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "HMMinMaxLevel.h" #include "HeightMapWithMinMaxQuadTree.generated.h" class UTexture; class UTextureRenderTarget2D; UCLASS(Blueprintable) class FSDENGINE_API UHeightMapWithMinMaxQuadTree : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString Status; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr InputRenderTarget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr InputTexture; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray MinMaxTree; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinHeight; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxHeight; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Heights; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Dimensions; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Initialized; UHeightMapWithMinMaxQuadTree(); UFUNCTION(BlueprintCallable) void Generate(); };