// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // VolumetricBuilder: Builds a volumetric brush (criss-crossed sheets). //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Builders/EditorBrushBuilder.h" #include "VolumetricBuilder.generated.h" class ABrush; UCLASS(MinimalAPI, autoexpandcategories=BrushSettings, EditInlineNew, meta=(DisplayName="Volumetric")) class UVolumetricBuilder : public UEditorBrushBuilder { public: GENERATED_BODY() public: UVolumetricBuilder(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float Z; UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float Radius; UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "2", ClampMax = "1000")) int32 NumSheets; UPROPERTY() FName GroupName; //~ Begin UBrushBuilder Interface virtual bool Build( UWorld* InWorld, ABrush* InBrush = NULL ) override; //~ End UBrushBuilder Interface // @todo document virtual void BuildVolumetric( int32 Direction, int32 InNumSheets, float InZ, float InRadius ); };