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2025-05-18 13:04:45 +08:00

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;
};