62 lines
2.2 KiB
C++
62 lines
2.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Engine/DataAsset.h"
|
|
#include "WeatherPresetDataAsset.generated.h"
|
|
|
|
/**
|
|
*
|
|
*/
|
|
UCLASS()
|
|
class PROJECTELERI_API UWeatherPresetDataAsset : public UDataAsset
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "General")
|
|
float CloudCoverage = 0.f;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome")
|
|
FRuntimeFloatCurve SkyDomeIntensityCurve;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome")
|
|
UCurveLinearColor* SkyDomeTopBottomGradient;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sky Dome")
|
|
UCurveLinearColor* SkyDomeMiddleGradient;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sunlight")
|
|
FRuntimeFloatCurve SunRotationCurve;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Sunlight")
|
|
FRuntimeFloatCurve SunlightCurve;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Moonlight")
|
|
FRuntimeFloatCurve MoonlightCurve;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SkyLight")
|
|
FRuntimeFloatCurve SkylightCurve;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SkyLight")
|
|
UCurveLinearColor* SkylightColorCurve;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fog")
|
|
FRuntimeFloatCurve FogIntensityCurve;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain")
|
|
bool bIsRain = false;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
|
|
float WindIntensity = 0.01f;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f))
|
|
float WindSpeed = 0.01f;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere")
|
|
FLinearColor RaylightScattering;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere")
|
|
FRuntimeFloatCurve MieScatteringScale;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Clouds")
|
|
FRuntimeFloatCurve CloudsBrightnessCurve;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Clouds")
|
|
float CloudDensity = 0.3f;
|
|
};
|