// Copyright Epic Games, Inc. All Rights Reserved. /** * */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Builders/EditorBrushBuilder.h" #include "CurvedStairBuilder.generated.h" class ABrush; UCLASS(MinimalAPI, autoexpandcategories=BrushSettings, EditInlineNew,meta=(DisplayName="Curved Stair")) class UCurvedStairBuilder : public UEditorBrushBuilder { public: GENERATED_BODY() public: UCurvedStairBuilder(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); /** The radius of the inner curve of the stair */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "1")) int32 InnerRadius; /** The height of each step */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "1")) int32 StepHeight; /** The width of each step */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "1")) int32 StepWidth; /** The angle of the total arc described by this stair */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "1", ClampMax = "360")) int32 AngleOfCurve; /** The number of steps */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "1", ClampMax = "100")) int32 NumSteps; /** The distance below the first step */ UPROPERTY(EditAnywhere, Category=BrushSettings) int32 AddToFirstStep; UPROPERTY() FName GroupName; /** Whether the stair curves clockwise or counter-clockwise */ UPROPERTY(EditAnywhere, Category=BrushSettings) uint32 CounterClockwise:1; //~ Begin UBrushBuilder Interface virtual bool Build( UWorld* InWorld, ABrush* InBrush = NULL ) override; //~ End UBrushBuilder Interface // @todo document virtual void BuildCurvedStair( int32 Direction ); };