41 lines
1.3 KiB
C++
Executable file
41 lines
1.3 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 "Engine/DataAsset.h"
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#include "LayeredNoise.h"
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#include "FloodFillSettings.generated.h"
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UCLASS(Blueprintable)
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class UFloodFillSettings : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector NoiseSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FreqMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AmplitudeMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool Turbulence;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool Invert;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Octaves;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FLayeredNoise> NoiseLayers;
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UFloodFillSettings();
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};
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