// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "DynamicWindSkeletalData.h" #include "Engine/DataAsset.h" #include "PVWindSettings.generated.h" UCLASS(MinimalAPI, BlueprintType) class UPVWindSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(EditAnywhere, Category="Wind Settings") bool bOverwriteExisting = false; UPROPERTY(EditAnywhere, Category="Wind Settings") TArray SimulationGroupData; };