#pragma once #include "CoreMinimal.h" #include "BinaryTerrainMaterialCombiner.h" #include "CSGBaseComponent.h" #include "SimpleMeshWithCachedTreeComponent.generated.h" UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class USimpleMeshWithCachedTreeComponent : public UCSGBaseComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBinaryTerrainMaterialCombiner Materials; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool InvertCSG; USimpleMeshWithCachedTreeComponent(); };