// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterBodyWeightmapSettings.generated.h" class UTexture2D; USTRUCT(BlueprintType) struct FWaterBodyWeightmapSettings { GENERATED_BODY() FWaterBodyWeightmapSettings() : FalloffWidth(512.f) , EdgeOffset(0) , ModulationTexture(nullptr) , TextureTiling(4.0f) , TextureInfluence(.5f) , Midpoint(0.5f) , FinalOpacity(1.0f) {} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= WaterBodyWeightmapSettings, meta = (ClampMin = "0.1")) float FalloffWidth; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) float EdgeOffset; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) TSoftObjectPtr ModulationTexture; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) float TextureTiling; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) float TextureInfluence; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) float Midpoint; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings) float FinalOpacity; };