// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WaterBrushCacheContainer.generated.h" class UTextureRenderTarget2D; // TODO [jonathan.bard] : rename : this is not a WaterBodyBrushCache, this a simple RenderTarget with a boolean to force an update on it // This is also used for caching curves... USTRUCT(BlueprintType) struct FWaterBodyBrushCache { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cache") TObjectPtr CacheRenderTarget = nullptr; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cache") bool CacheIsValid = false; }; UCLASS(config = Engine, Blueprintable, BlueprintType) class UWaterBodyBrushCacheContainer : public UObject { GENERATED_BODY() public: UWaterBodyBrushCacheContainer(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta=(DisplayName="Cache", Category="Default")) FWaterBodyBrushCache Cache; };