// Copyright 2020 Phyronnaz #pragma once #include "CoreMinimal.h" #include "VoxelGeneratedWorldGeneratorsIncludes.h" #include "VoxelExample_FloatingIslandOnion.generated.h" UCLASS(Blueprintable) class UVoxelExample_FloatingIslandOnion : public UVoxelGraphGeneratorHelper { GENERATED_BODY() public: // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Height")) float Height = 200.0; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Perturb Amplitude")) float Perturb_Amplitude = 50.0; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Perturb Frequency")) float Perturb_Frequency = 0.01; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Seed")) int32 Seed = 1337; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Top Noise Frequency")) float Top_Noise_Frequency = 0.002; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Top Noise Height")) float Top_Noise_Height = 500.0; UVoxelExample_FloatingIslandOnion(); virtual TVoxelSharedRef GetTransformableInstance() override; };