// Copyright 2020 Phyronnaz #pragma once #include "CoreMinimal.h" #include "VoxelEnums.h" #include "VoxelExposedNodes.h" #include "VoxelDataAssetSamplerNode.generated.h" class UVoxelDataAsset; // Voxel data asset sampler UCLASS(DisplayName = "Data Asset Sampler", Category = "Heightmap") class VOXELGRAPH_API UVoxelNode_DataAssetSampler : public UVoxelExposedNode { GENERATED_BODY() GENERATED_VOXELNODE_BODY() public: UPROPERTY(EditAnywhere, Category = "Config", meta = (NonNull)) TObjectPtr Asset; UPROPERTY(EditAnywhere, Category = "Config", meta = (ReconstructNode)) bool bBilinearInterpolation = true; UVoxelNode_DataAssetSampler(); //~ Begin UVoxelNode Interface virtual EVoxelPinCategory GetInputPinCategory(int32 PinIndex) const override; virtual FText GetTitle() const override; //~ End UVoxelNode Interface //~ Begin UVoxelExposedNode Interface virtual FName GetParameterPropertyName() const override { return GET_OWN_MEMBER_NAME(Asset); } //~ End UVoxelExposedNode Interface };