// Copyright Epic Games, Inc. All Rights Reserved. /** * */ #pragma once #include "Containers/Array.h" #include "Engine/EngineTypes.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "ProceduralFoliageEditorLibrary.generated.h" class AProceduralFoliageVolume; class UObject; class UProceduralFoliageComponent; struct FFrame; UCLASS() class UProceduralFoliageEditorLibrary : public UBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() public: UFUNCTION(BlueprintCallable, Category="Foliage") static void ResimulateProceduralFoliageVolumes(const TArray& ProceduralFoliageVolumes); UFUNCTION(BlueprintCallable, Category="Foliage") static void ResimulateProceduralFoliageComponents(const TArray& ProceduralFoliageComponents); UFUNCTION(BlueprintCallable, Category="Foliage") static void ClearProceduralFoliageVolumes(const TArray& ProceduralFoliageVolumes); UFUNCTION(BlueprintCallable, Category = "Foliage") static void ClearProceduralFoliageComponents(const TArray& ProceduralFoliageComponents); };