279 lines
10 KiB
C++
Executable file
279 lines
10 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/DataAsset.h"
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#include "Sound/ReverbSettings.h"
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#include "BiomeEnemyEntry.h"
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#include "BiomeNoiseItem.h"
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#include "HeatSource.h"
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#include "RandRange.h"
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#include "ResourceSpawner.h"
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#include "Templates/SubclassOf.h"
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#include "Biome.generated.h"
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class AActor;
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class ADebrisDataActor;
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class UCaveScriptComponent;
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class UCritterDescriptor;
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class UDebrisSet;
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class UDetailNoise;
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class UEnemyDescriptor;
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class UFileMediaSource;
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class UFloodFillSettings;
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class ULevelSequence;
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class UMaterialInstance;
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class UMissionStat;
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class UObject;
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class UParticleSystem;
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class UPillarSettings;
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class UReverbEffect;
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class USoundCue;
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class UTerrainMaterial;
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class UTexture2D;
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class UTunnelSetting;
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class UUserWidget;
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UCLASS(Blueprintable)
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class FSD_API UBiome : public UDataAsset {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText BiomeName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText BiomeShortName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText BiomeDescription;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FColor BiomeColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 BiomeIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString BiomeAnalyticsIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsTutorialBiome;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFileMediaSource> BiomeMovie;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> BiomePicture;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> BiomeIcon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> BiomeLargeImage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> BiomeWorldMap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> BiomeMissionBar;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UUserWidget> BiomeMapWidget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHeatSource BiomeHeatSource;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRandRange DepthRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UParticleSystem> AtmosphericParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<UCaveScriptComponent>> CaveScriptComponents;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ExtraCaveSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UDebrisSet*> Debris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<ADebrisDataActor> DebrisActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<AActor> PostProcessActorClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterial* RockMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterial* DirtMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterial* BurnedMaterialOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftObjectPtr<UMaterialInstance>> FlavorMaterials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FBiomeNoiseItem> RoomNoises;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMissionStat* MissionCompleted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* CeilingNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDetailNoise* CeilingDetailNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* WallNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDetailNoise* WallDetailNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* FloorNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDetailNoise* FloorDetailNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* PillarNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDetailNoise* PillarDetailNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPillarSettings* PillarSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UTunnelSetting*> TunnelSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* TunnelCeilingNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* TunnelWallNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFloodFillSettings* TunnelFloorNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FResourceSpawner> Resources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FBiomeEnemyEntry> Enemies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UEnemyDescriptor*> BannedEnemies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UEnemyDescriptor*> StationaryEnemies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UCritterDescriptor*> Critters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<USoundCue> AmbientSounds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool Use3DAmbient;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FReverbSettings ReverbSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SmallCaveReverbVolume;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UReverbEffect* SmallCaveReverb;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MediumCaveReverbVolume;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UReverbEffect* MediumCaveReverb;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LargeCaveReverbVolume;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UReverbEffect* LargeCaveReverb;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<USoundCue> TunnelAmbience;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<ULevelSequence> BiomeLoaderLevelSequence;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString BiomeLoaderLevelName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FText> Quotes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PlanetZoneSelectionWeight;
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public:
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UBiome();
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UFUNCTION(BlueprintCallable, BlueprintPure=false, meta=(WorldContext="WorldContext"))
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void StartPreload(UObject* WorldContext) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTerrainMaterial* GetRockMaterial() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSoftClassPtr<AActor> GetPostProcessActorClass_Soft() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UMaterialInstance* GetFlavorMaterial() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTerrainMaterial* GetDirtMaterial() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSoftClassPtr<ADebrisDataActor> GetDebrisActorSoftClass();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetBiomeWorldMap() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetBiomePicture() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetBiomeName() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetBiomeMissionBar() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<UUserWidget> GetBiomeMapWidget() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<FSoftObjectPath> GetBiomeMapAssetList() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetBiomeLargeImage() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetBiomeIndex() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetBiomeIcon() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FString GetBiomeAnalyticsIndex() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UParticleSystem* GetAtmosphericParticles() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USoundCue* GetAmbientSounds() const;
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};
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