Files
UnrealEngine/Engine/Source/Editor/FoliageEdit/Public/ProceduralFoliageEditorLibrary.h
2025-05-18 13:04:45 +08:00

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);
};