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

55 lines
1.4 KiB
C++

// 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<TObjectPtr<USplineMeshComponent>> SplineMeshComponents;
};
// ----------------------------------------------------------------------------------
UCLASS(MinimalAPI, Blueprintable)
class AWaterBodyRiver : public AWaterBody
{
GENERATED_UCLASS_BODY()
protected:
UE_API virtual void PostLoad() override;
#if WITH_EDITORONLY_DATA
UPROPERTY()
TObjectPtr<UDEPRECATED_RiverGenerator> RiverGenerator_DEPRECATED;
/** Material used when a river is overlapping a lake. */
UPROPERTY()
TObjectPtr<UMaterialInterface> LakeTransitionMaterial_DEPRECATED;
UPROPERTY()
TObjectPtr<UMaterialInstanceDynamic> LakeTransitionMID_DEPRECATED;
/** This is the material used when a river is overlapping the ocean. */
UPROPERTY()
TObjectPtr<UMaterialInterface> OceanTransitionMaterial_DEPRECATED;
UPROPERTY()
TObjectPtr<UMaterialInstanceDynamic> OceanTransitionMID_DEPRECATED;
#endif // WITH_EDITORONLY_DATA
};
#undef UE_API