60 lines
2.4 KiB
C++
Executable file
60 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "CSGBuildOperationData.h"
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#include "CarveWithColliderOperationData.h"
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#include "CarveWithSTLMeshOperationData.h"
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#include "DrillOperationData.h"
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#include "GrenadeExplodeOperationData.h"
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#include "MeltOperationData.h"
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#include "PickaxeDigOperationData.h"
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#include "RemoveFloatingIslandOperationData.h"
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#include "SplineSegmentCarveOperationData.h"
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#include "TerrainSpawnDebrisOperationData.h"
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#include "TerrainLateJoinData.generated.h"
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USTRUCT(BlueprintType)
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struct FTerrainLateJoinData {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FGrenadeExplodeOperationData> Explosions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FCarveWithColliderOperationData> ColliderCarves;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FCarveWithSTLMeshOperationData> MeshCarves;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FPickaxeDigOperationData> PickAxe;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FRemoveFloatingIslandOperationData> RemoveFloating;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FDrillOperationData> Drills;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FMeltOperationData> Melts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FSplineSegmentCarveOperationData> Splines;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FCSGBuildOperationData> CSGBuilds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FTerrainSpawnDebrisOperationData> SpawnDebris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<int32> DebrisInstanceComponentPairs;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<uint32> VisibleChunks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 OperationCount;
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FSD_API FTerrainLateJoinData();
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};
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