55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WaterBodyActor.h"
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#include "WaterBodyRiverActor.generated.h"
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#define UE_API WATER_API
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class URiverGenerator;
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class UMaterialInstanceDynamic;
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class USplineMeshComponent;
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// ----------------------------------------------------------------------------------
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UCLASS(MinimalAPI)
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class UDEPRECATED_RiverGenerator : public UDEPRECATED_WaterBodyGenerator
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{
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GENERATED_UCLASS_BODY()
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public:
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UPROPERTY(NonPIEDuplicateTransient)
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TArray<TObjectPtr<USplineMeshComponent>> SplineMeshComponents;
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};
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// ----------------------------------------------------------------------------------
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UCLASS(MinimalAPI, Blueprintable)
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class AWaterBodyRiver : public AWaterBody
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{
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GENERATED_UCLASS_BODY()
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protected:
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UE_API virtual void PostLoad() override;
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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TObjectPtr<UDEPRECATED_RiverGenerator> RiverGenerator_DEPRECATED;
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/** Material used when a river is overlapping a lake. */
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UPROPERTY()
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TObjectPtr<UMaterialInterface> LakeTransitionMaterial_DEPRECATED;
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UPROPERTY()
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TObjectPtr<UMaterialInstanceDynamic> LakeTransitionMID_DEPRECATED;
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/** This is the material used when a river is overlapping the ocean. */
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UPROPERTY()
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TObjectPtr<UMaterialInterface> OceanTransitionMaterial_DEPRECATED;
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UPROPERTY()
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TObjectPtr<UMaterialInstanceDynamic> OceanTransitionMID_DEPRECATED;
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#endif // WITH_EDITORONLY_DATA
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};
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#undef UE_API
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