DRG-Femboy-Voice/Source/FSD/Public/CarvedResourceCreator.h
2025-04-15 12:39:31 -07:00

62 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "CarveOptionsCellSize.h"
#include "ECarveFilterType.h"
#include "IRandRange.h"
#include "ResourceCreator.h"
#include "ResourceDebris.h"
#include "Templates/SubclassOf.h"
#include "UDebrisCarveMesh.h"
#include "CarvedResourceCreator.generated.h"
class AActor;
class UCarvedResourceData;
class UDebrisPositioning;
class UTerrainMaterial;
UCLASS(Blueprintable, EditInlineNew)
class UCarvedResourceCreator : public UResourceCreator {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCarvedResourceData* Resource;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ScaleToResourceDistribution;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UDebrisPositioning* Positioning;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIRandRange NumCarvers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExpensiveNoise;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CarveOffsetRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> SpawnAttachClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AttachSpawnOffsetDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UTerrainMaterial* TerrainMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ECarveFilterType Filter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
CarveOptionsCellSize CarveCellSize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FUDebrisCarveMesh> Meshes;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FResourceDebris> Debris;
UCarvedResourceCreator();
};