#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "PostProcessingBlendable.h" #include "PostProcessingManager.generated.h" class AFSDPostProcessingActor; class UMaterialInstanceDynamic; UCLASS(Blueprintable) class APostProcessingManager : public AActor { GENERATED_BODY() public: protected: UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> RegisteredActors; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray CurrentBlendables; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Materials; public: APostProcessingManager(); };