// Copyright 2020 Phyronnaz #pragma once #include "CoreMinimal.h" #include "VoxelGeneratedWorldGeneratorsIncludes.h" #include "VG_Example_Dunes.generated.h" UCLASS(Blueprintable) class UVG_Example_Dunes : public UVoxelGraphGeneratorHelper { GENERATED_BODY() public: // The direction of the noise. Will be normalized UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Direction X")) float Direction_X = 0.4; // The direction of the noise. Will be normalized UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Direction Y")) float Direction_Y = 1.0; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Dune Frequency")) float Dune_Frequency = 0.002; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Height")) float Height = 75.0; // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="", meta=(DisplayName="Noise Frequency")) float Noise_Frequency = 0.001; UVG_Example_Dunes(); virtual TVoxelSharedRef GetTransformableInstance() override; };