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