// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "FalloffSettings.generated.h" UENUM(BlueprintType) enum class EBrushFalloffMode : uint8 { Angle, Width, }; USTRUCT(BlueprintType) struct FLandmassFalloffSettings { GENERATED_BODY() FLandmassFalloffSettings(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) EBrushFalloffMode FalloffMode; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float FalloffAngle; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float FalloffWidth; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float EdgeOffset; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float ZOffset; };