Files
UnrealEngine/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyWeightmapSettings.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 "WaterBodyWeightmapSettings.generated.h"
class UTexture2D;
USTRUCT(BlueprintType)
struct FWaterBodyWeightmapSettings
{
GENERATED_BODY()
FWaterBodyWeightmapSettings()
: FalloffWidth(512.f)
, EdgeOffset(0)
, ModulationTexture(nullptr)
, TextureTiling(4.0f)
, TextureInfluence(.5f)
, Midpoint(0.5f)
, FinalOpacity(1.0f)
{}
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= WaterBodyWeightmapSettings, meta = (ClampMin = "0.1"))
float FalloffWidth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
float EdgeOffset;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
TSoftObjectPtr<UTexture2D> ModulationTexture;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
float TextureTiling;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
float TextureInfluence;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
float Midpoint;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaterBodyWeightmapSettings)
float FinalOpacity;
};