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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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1007 B
C++

// 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<UTextureRenderTarget2D> 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;
};