Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Classes/LandscapeLayerInfoObject.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

76 lines
2.3 KiB
C++

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