// Copyright 2020 Phyronnaz #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "VoxelStaticWorld.generated.h" class UStaticMeshComponent; class USceneComponent; UCLASS() class VOXEL_API AVoxelStaticWorld : public AActor { GENERATED_BODY() public: AVoxelStaticWorld(); UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Voxel") TObjectPtr BaseMesh; UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Voxel") TArray> Meshes; #if WITH_EDITOR virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; #endif };