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UnrealEngine/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyHeightmapSettings.h
2025-05-18 13:04:45 +08:00

46 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WaterFalloffSettings.h"
#include "WaterBrushEffects.h"
#include "WaterBodyHeightmapSettings.generated.h"
/** The blend mode changes how the brush material is applied to the terrain. */
UENUM(BlueprintType)
enum class EWaterBrushBlendType : 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 FWaterBodyHeightmapSettings
{
GENERATED_BODY()
WATER_API FWaterBodyHeightmapSettings();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
EWaterBrushBlendType BlendMode;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
FWaterFalloffSettings FalloffSettings;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TerrainCarvingSettings)
FWaterBrushEffects Effects;
UPROPERTY()
bool bInvertShape_DEPRECATED = false;
UPROPERTY()
int32 Priority_DEPRECATED = 0;
};