40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/**
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "Containers/Array.h"
|
|
#include "Engine/EngineTypes.h"
|
|
#include "Kismet/BlueprintFunctionLibrary.h"
|
|
#include "UObject/ObjectMacros.h"
|
|
#include "UObject/UObjectGlobals.h"
|
|
|
|
#include "ProceduralFoliageEditorLibrary.generated.h"
|
|
|
|
class AProceduralFoliageVolume;
|
|
class UObject;
|
|
class UProceduralFoliageComponent;
|
|
struct FFrame;
|
|
|
|
UCLASS()
|
|
class UProceduralFoliageEditorLibrary : public UBlueprintFunctionLibrary
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Category="Foliage")
|
|
static void ResimulateProceduralFoliageVolumes(const TArray<AProceduralFoliageVolume*>& ProceduralFoliageVolumes);
|
|
|
|
UFUNCTION(BlueprintCallable, Category="Foliage")
|
|
static void ResimulateProceduralFoliageComponents(const TArray<UProceduralFoliageComponent*>& ProceduralFoliageComponents);
|
|
|
|
UFUNCTION(BlueprintCallable, Category="Foliage")
|
|
static void ClearProceduralFoliageVolumes(const TArray<AProceduralFoliageVolume*>& ProceduralFoliageVolumes);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Foliage")
|
|
static void ClearProceduralFoliageComponents(const TArray<UProceduralFoliageComponent*>& ProceduralFoliageComponents);
|
|
};
|