27 lines
812 B
C++
Executable file
27 lines
812 B
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "PostProcessingBlendable.h"
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#include "PostProcessingManager.generated.h"
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class AFSDPostProcessingActor;
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class UMaterialInstanceDynamic;
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UCLASS(Blueprintable)
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class APostProcessingManager : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<AFSDPostProcessingActor>> RegisteredActors;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FPostProcessingBlendable> CurrentBlendables;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UMaterialInstanceDynamic*> Materials;
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public:
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APostProcessingManager();
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};
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