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

29 lines
702 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WaterCurveSettings.generated.h"
class UCurveFloat;
USTRUCT(BlueprintType)
struct FWaterCurveSettings
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water)
bool bUseCurveChannel = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water)
TObjectPtr<UCurveFloat> ElevationCurveAsset = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water)
float ChannelEdgeOffset = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water)
float ChannelDepth = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Water)
float CurveRampWidth = 512.0f;
};