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

45 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "BakeSettings.h"
#include "CSGBuilderBase.generated.h"
class UBakeConfig;
class UCSGPreviewComponent;
class UTerrainMaterialCore;
UCLASS(Blueprintable)
class FSDENGINE_API ACSGBuilderBase : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBox BoundingBox;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PreviewSeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBakeSettings PreviewSettings;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UTerrainMaterialCore* EmptyMat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UTerrainMaterialCore* ErrorMat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UTerrainMaterialCore* SolidMat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UTerrainMaterialCore* BurnedMat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UCSGPreviewComponent* PreviewComponent;
ACSGBuilderBase();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void PreGenerate(UBakeConfig* builder);
};