46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WaterBodyWeightmapSettings.generated.h"
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class UTexture2D;
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USTRUCT(BlueprintType)
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struct FWaterBodyWeightmapSettings
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{
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GENERATED_BODY()
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FWaterBodyWeightmapSettings()
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: FalloffWidth(512.f)
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, EdgeOffset(0)
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, ModulationTexture(nullptr)
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, TextureTiling(4.0f)
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, TextureInfluence(.5f)
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, Midpoint(0.5f)
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, FinalOpacity(1.0f)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= WaterBodyWeightmapSettings, meta = (ClampMin = "0.1"))
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float FalloffWidth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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float EdgeOffset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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TSoftObjectPtr<UTexture2D> ModulationTexture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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float TextureTiling;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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float TextureInfluence;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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float Midpoint;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
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float FinalOpacity;
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};
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