Files
UnrealEngine/Engine/Source/Runtime/Foliage/Public/ProceduralFoliageVolume.h
2025-05-18 13:04:45 +08:00

42 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Volume.h"
#include "WorldPartition/WorldPartitionActorLoaderInterface.h"
#include "ProceduralFoliageVolume.generated.h"
class UProceduralFoliageComponent;
class FLoaderAdapterActor;
UCLASS(MinimalAPI)
class AProceduralFoliageVolume: public AVolume, public IWorldPartitionActorLoaderInterface
{
GENERATED_UCLASS_BODY()
UPROPERTY(Category = ProceduralFoliage, VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<UProceduralFoliageComponent> ProceduralComponent;
#if WITH_EDITOR
//~ Begin AActor Interface
FOLIAGE_API virtual void PostRegisterAllComponents();
//~ End AActor Interface
//~ Begin UObject Interface
FOLIAGE_API virtual void BeginDestroy() override;
FOLIAGE_API virtual void PostEditImport() override;
//~ End UObject Interface
FOLIAGE_API virtual bool GetReferencedContentObjects(TArray<UObject*>& Objects) const override;
//~ Begin IWorldPartitionActorLoaderInterface interface
FOLIAGE_API virtual ILoaderAdapter* GetLoaderAdapter() override;
//~ End IWorldPartitionActorLoaderInterface interface
private:
FLoaderAdapterActor* WorldPartitionActorLoader;
#endif
};