// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterFalloffSettings.generated.h" UENUM(BlueprintType) enum class EWaterBrushFalloffMode : uint8 { Angle, Width, }; USTRUCT(BlueprintType) struct FWaterFalloffSettings { GENERATED_BODY() FWaterFalloffSettings(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) EWaterBrushFalloffMode FalloffMode; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings, meta = (EditCondition = "FalloffMode == EWaterBrushFalloffMode::Angle")) float FalloffAngle; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings, meta = (ClampMin = "0.1", EditCondition = "FalloffMode == EWaterBrushFalloffMode::Width")) float FalloffWidth; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float EdgeOffset; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings) float ZOffset; };