45 lines
1.4 KiB
C++
Executable file
45 lines
1.4 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 "GameFramework/Actor.h"
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#include "BakeSettings.h"
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#include "CSGBuilderBase.generated.h"
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class UBakeConfig;
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class UCSGPreviewComponent;
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class UTerrainMaterialCore;
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UCLASS(Blueprintable)
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class FSDENGINE_API ACSGBuilderBase : public AActor {
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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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FBox BoundingBox;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PreviewSeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBakeSettings PreviewSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterialCore* EmptyMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterialCore* ErrorMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterialCore* SolidMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTerrainMaterialCore* BurnedMat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UCSGPreviewComponent* PreviewComponent;
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ACSGBuilderBase();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void PreGenerate(UBakeConfig* builder);
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};
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