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

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941 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WaterBodyStaticMeshSettings.generated.h"
USTRUCT()
struct FWaterBodyStaticMeshSettings
{
GENERATED_BODY()
/** If enabled, the water body will generate static meshes to use outside of the dynamic mesh generated by the water zone. */
UPROPERTY(Category = StaticMesh, EditAnywhere)
bool bEnableWaterBodyStaticMesh = false;
/** If enabled, the water body static mesh will be split into separate meshes to allow them to stream in and out as needed to save memory. */
UPROPERTY(Category = StaticMesh, EditAnywhere, meta = (EditCondition = "bEnableWaterBodyStaticMesh"))
bool bSectionWaterBodyStaticMesh = false;
/** The size of each section tile if sectioning is enabled. */
UPROPERTY(Category = StaticMesh, EditAnywhere, AdvancedDisplay, meta = (EditCondition = "bEnableWaterBodyStaticMesh && bSectionWaterBodyStaticMesh"))
double SectionSize = 8192.0;
};