// Copyright Epic Games, Inc. All Rights Reserved. #include "ProceduralFoliageBlockingVolume.h" #include "Components/BrushComponent.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(ProceduralFoliageBlockingVolume) static FName ProceduralFoliageBlocking_NAME(TEXT("ProceduralFoliageBlockingVolume")); AProceduralFoliageBlockingVolume::AProceduralFoliageBlockingVolume(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { if (UBrushComponent* MyBrushComponent = GetBrushComponent()) { MyBrushComponent->SetCollisionObjectType(ECC_WorldStatic); MyBrushComponent->SetCollisionResponseToAllChannels(ECR_Ignore); } bIsEditorOnlyActor = true; }