// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterBodyActor.h" #include "WaterBodyCustomActor.generated.h" #define UE_API WATER_API class UDEPRECATED_CustomMeshGenerator; class UStaticMeshComponent; // ---------------------------------------------------------------------------------- UCLASS(MinimalAPI) class UDEPRECATED_CustomMeshGenerator : public UDEPRECATED_WaterBodyGenerator { GENERATED_UCLASS_BODY() public: UPROPERTY(NonPIEDuplicateTransient) TObjectPtr MeshComp; }; // ---------------------------------------------------------------------------------- UCLASS(MinimalAPI, Blueprintable) class AWaterBodyCustom : public AWaterBody { GENERATED_UCLASS_BODY() protected: UE_API virtual void PostLoad() override; #if WITH_EDITORONLY_DATA UPROPERTY(NonPIEDuplicateTransient) TObjectPtr CustomGenerator_DEPRECATED; #endif }; #undef UE_API