// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterBodyActor.h" #include "WaterBodyRiverActor.generated.h" #define UE_API WATER_API class URiverGenerator; class UMaterialInstanceDynamic; class USplineMeshComponent; // ---------------------------------------------------------------------------------- UCLASS(MinimalAPI) class UDEPRECATED_RiverGenerator : public UDEPRECATED_WaterBodyGenerator { GENERATED_UCLASS_BODY() public: UPROPERTY(NonPIEDuplicateTransient) TArray> SplineMeshComponents; }; // ---------------------------------------------------------------------------------- UCLASS(MinimalAPI, Blueprintable) class AWaterBodyRiver : public AWaterBody { GENERATED_UCLASS_BODY() protected: UE_API virtual void PostLoad() override; #if WITH_EDITORONLY_DATA UPROPERTY() TObjectPtr RiverGenerator_DEPRECATED; /** Material used when a river is overlapping a lake. */ UPROPERTY() TObjectPtr LakeTransitionMaterial_DEPRECATED; UPROPERTY() TObjectPtr LakeTransitionMID_DEPRECATED; /** This is the material used when a river is overlapping the ocean. */ UPROPERTY() TObjectPtr OceanTransitionMaterial_DEPRECATED; UPROPERTY() TObjectPtr OceanTransitionMID_DEPRECATED; #endif // WITH_EDITORONLY_DATA }; #undef UE_API