commiting Source folder. Got forgotten in previous commits
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Materials/MaterialInstance.h"
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#include "GMCSettings.generated.h"
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/**
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*
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*/
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UENUM()
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enum class ELandscapeBlendLayersType : uint8
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{
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LB_WeightedBlend,
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LB_AlphaBlends,
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LB_HeightBlends,
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};
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USTRUCT(BlueprintType)
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struct GAEAUETOOLSEDITOR_API FGaeaLandscapeSetting
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{
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GENERATED_BODY()
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// Material to pull textures from. Used with MS materials, mostly.
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UPROPERTY(EditAnywhere, Category="Gaea")
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UMaterialInstance* InstancedMaterial = nullptr;
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// Function to create "instanced" layer functions from to inject into the landscape master material
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UPROPERTY(EditAnywhere, Category="Gaea")
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UMaterialFunction* MaterialFunctionBase = nullptr;
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// Sets the landscape layer name and layer function name
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UPROPERTY(EditAnywhere, Category="Gaea")
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FName LayerName;
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// Sets the parameter grouping within the function layer
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UPROPERTY(EditAnywhere, Category="Gaea")
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FName LayerGrouping;
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// Sets the landscape layer blend type
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UPROPERTY(EditAnywhere, Category="Gaea")
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ELandscapeBlendLayersType LandscapeLayerType = ELandscapeBlendLayersType::LB_WeightedBlend;
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};
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UCLASS()
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class GAEAUETOOLSEDITOR_API UGMCSettings : public UObject
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{
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GENERATED_BODY()
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public:
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UGMCSettings();
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~UGMCSettings();
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UPROPERTY(EditAnywhere, Category="Landscape Layer Creation settings")
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TArray<FGaeaLandscapeSetting> LandscapeLayerSettings;
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UPROPERTY(EditAnywhere, DisplayName="Material Save Location",meta = (ContentDir), Category="Landscape Creation settings")
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FDirectoryPath ContentBrowserPath;
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UPROPERTY(EditAnywhere, Category="Landscape Creation settings")
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FString LandscapeMaterialName;
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};
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