// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterFalloffSettings.h" #include "WaterBrushEffects.h" #include "WaterBodyHeightmapSettings.generated.h" /** The blend mode changes how the brush material is applied to the terrain. */ UENUM(BlueprintType) enum class EWaterBrushBlendType : 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 FWaterBodyHeightmapSettings { GENERATED_BODY() WATER_API FWaterBodyHeightmapSettings(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) EWaterBrushBlendType BlendMode; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) FWaterFalloffSettings FalloffSettings; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings) FWaterBrushEffects Effects; UPROPERTY() bool bInvertShape_DEPRECATED = false; UPROPERTY() int32 Priority_DEPRECATED = 0; };