// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "GameFramework/Volume.h" #include "FoliageType.h" #include "ProceduralFoliageBlockingVolume.generated.h" class AProceduralFoliageVolume; /** An invisible volume used to block ProceduralFoliage instances from being spawned. */ UCLASS(MinimalAPI) class AProceduralFoliageBlockingVolume : public AVolume { GENERATED_UCLASS_BODY() UPROPERTY(Category = ProceduralFoliage, EditAnywhere) TObjectPtr ProceduralFoliageVolume; UPROPERTY(Category = ProceduralFoliage, EditAnywhere) FFoliageDensityFalloff DensityFalloff; };