// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterCurveSettings.generated.h" class UCurveFloat; USTRUCT(BlueprintType) struct FWaterCurveSettings { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water) bool bUseCurveChannel = true; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water) TObjectPtr ElevationCurveAsset = nullptr; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water) float ChannelEdgeOffset = 0.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water) float ChannelDepth = 0.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water) float CurveRampWidth = 512.0f; };