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76 lines
2.3 KiB
C++
76 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "LandscapeLayerInfoObject.generated.h"
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class UPhysicalMaterial;
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class UTexture2D;
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struct FPropertyChangedEvent;
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UENUM()
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enum class ESplineModulationColorMask : uint8
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{
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Red,
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Green,
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Blue,
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Alpha
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};
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UCLASS(MinimalAPI, BlueprintType)
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class ULandscapeLayerInfoObject : public UObject
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(VisibleAnywhere, Category=LandscapeLayerInfoObject, AssetRegistrySearchable)
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FName LayerName;
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UPROPERTY(EditAnywhere, Category=LandscapeLayerInfoObject)
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TObjectPtr<UPhysicalMaterial> PhysMaterial;
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UPROPERTY(EditAnywhere, Category=LandscapeLayerInfoObject)
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float Hardness;
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#if WITH_EDITORONLY_DATA
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/* The minimum weight that needs to be painted for that layer to be picked up as the dominant physical layer */
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UPROPERTY(EditAnywhere, Category=LandscapeLayerInfoObject, Meta = (ClampMin="0", ClampMax="1"))
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float MinimumCollisionRelevanceWeight;
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UPROPERTY(EditAnywhere, Category=LandscapeLayerInfoObject)
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uint32 bNoWeightBlend:1;
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/** Texture to modulate the Splines Falloff Layer Alpha */
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UPROPERTY(EditAnywhere, Category = SplineFalloffModulation, Meta = (DisplayName="Texture"))
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TObjectPtr<UTexture2D> SplineFalloffModulationTexture;
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UPROPERTY(EditAnywhere, Category = SplineFalloffModulation, Meta = (DisplayName = "Color Mask"))
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ESplineModulationColorMask SplineFalloffModulationColorMask;
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UPROPERTY(EditAnywhere, Category = SplineFalloffModulation, Meta = (DisplayName = "Tiling", ClampMin="0.01"))
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float SplineFalloffModulationTiling;
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UPROPERTY(EditAnywhere, Category = SplineFalloffModulation, Meta = (DisplayName = "Bias", ClampMin="0"))
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float SplineFalloffModulationBias;
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UPROPERTY(EditAnywhere, Category = SplineFalloffModulation, Meta = (DisplayName = "Scale", ClampMin="0"))
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float SplineFalloffModulationScale;
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UPROPERTY(NonTransactional, Transient)
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bool IsReferencedFromLoadedData;
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#endif // WITH_EDITORONLY_DATA
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/* The color to use for layer usage debug */
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UPROPERTY(EditAnywhere, Category=LandscapeLayerInfoObject)
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FLinearColor LayerUsageDebugColor;
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#if WITH_EDITOR
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void PostLoad() override;
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//~ End UObject Interface
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#endif
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};
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