35 lines
1007 B
C++
35 lines
1007 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WaterBrushCacheContainer.generated.h"
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class UTextureRenderTarget2D;
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// TODO [jonathan.bard] : rename : this is not a WaterBodyBrushCache, this a simple RenderTarget with a boolean to force an update on it
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// This is also used for caching curves...
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USTRUCT(BlueprintType)
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struct FWaterBodyBrushCache
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cache")
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TObjectPtr<UTextureRenderTarget2D> CacheRenderTarget = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cache")
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bool CacheIsValid = false;
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};
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UCLASS(config = Engine, Blueprintable, BlueprintType)
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class UWaterBodyBrushCacheContainer : public UObject
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{
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GENERATED_BODY()
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public:
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UWaterBodyBrushCacheContainer(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta=(DisplayName="Cache", Category="Default"))
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FWaterBodyBrushCache Cache;
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};
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