// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "FalloffSettings.h" #include "BrushEffectsList.h" #include "TerrainCarvingSettings.generated.h" /** The blend mode changes how the brush material is applied to the terrain. */ UENUM(BlueprintType) enum class EBrushBlendType : uint8 { /** Alpha Blend will affect the heightmap both upwards and downwards. */ AlphaBlend, /** Limits the brush to only lowering the terrain. */ Min, /** Limits the brush to only raising the terrain. */ Max, /** Performs an additive blend, using a flat Z=0 terrain as the input. Useful when you want to preserve underlying detail or ramps. */ Additive, }; USTRUCT(BlueprintType) struct FLandmassTerrainCarvingSettings { GENERATED_BODY() LANDMASS_API FLandmassTerrainCarvingSettings(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=TerrainCarvingSettings) EBrushBlendType BlendMode; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) bool bInvertShape; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) FLandmassFalloffSettings FalloffSettings; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) FLandmassBrushEffectsList Effects; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) int32 Priority; };