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

58 lines
1.8 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "DecalData.h"
#include "EDebrisMeshCollisionProfile.h"
#include "EDebrisMeshShadows.h"
#include "DebrisStaticMesh.generated.h"
class UFXSystemAsset;
class UMaterialInterface;
class USoundCue;
class UStaticMesh;
USTRUCT(BlueprintType)
struct FDebrisStaticMesh {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UStaticMesh* Mesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* Material;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EDebrisMeshCollisionProfile CollisionProfile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Probablity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* DestroyedSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFXSystemAsset* DestroyedParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDecalData Decal;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool Fragile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EDebrisMeshShadows CastShadows;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool Durable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 SpecialDebrisType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool SpawnWhenCarving;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool OnlySpawnWhenCarving;
FSD_API FDebrisStaticMesh();
};