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ProjectEleri/Source/ProjectEleri/Data/WeatherPresetDataAsset.h

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;
};