// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterBodyStaticMeshSettings.generated.h" USTRUCT() struct FWaterBodyStaticMeshSettings { GENERATED_BODY() /** If enabled, the water body will generate static meshes to use outside of the dynamic mesh generated by the water zone. */ UPROPERTY(Category = StaticMesh, EditAnywhere) bool bEnableWaterBodyStaticMesh = false; /** If enabled, the water body static mesh will be split into separate meshes to allow them to stream in and out as needed to save memory. */ UPROPERTY(Category = StaticMesh, EditAnywhere, meta = (EditCondition = "bEnableWaterBodyStaticMesh")) bool bSectionWaterBodyStaticMesh = false; /** The size of each section tile if sectioning is enabled. */ UPROPERTY(Category = StaticMesh, EditAnywhere, AdvancedDisplay, meta = (EditCondition = "bEnableWaterBodyStaticMesh && bSectionWaterBodyStaticMesh")) double SectionSize = 8192.0; };