46 lines
1.3 KiB
C
46 lines
1.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
|
|
#include "FalloffSettings.h"
|
|
#include "BrushEffectsList.h"
|
|
#include "TerrainCarvingSettings.generated.h"
|
|
|
|
/** The blend mode changes how the brush material is applied to the terrain. */
|
|
UENUM(BlueprintType)
|
|
enum class EBrushBlendType : uint8
|
|
{
|
|
/** Alpha Blend will affect the heightmap both upwards and downwards. */
|
|
AlphaBlend,
|
|
/** Limits the brush to only lowering the terrain. */
|
|
Min,
|
|
/** Limits the brush to only raising the terrain. */
|
|
Max,
|
|
/** Performs an additive blend, using a flat Z=0 terrain as the input. Useful when you want to preserve underlying detail or ramps. */
|
|
Additive,
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FLandmassTerrainCarvingSettings
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
LANDMASS_API FLandmassTerrainCarvingSettings();
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=TerrainCarvingSettings)
|
|
EBrushBlendType BlendMode;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
|
|
bool bInvertShape;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
|
|
FLandmassFalloffSettings FalloffSettings;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
|
|
FLandmassBrushEffectsList Effects;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
|
|
int32 Priority;
|
|
};
|