9 #include "GameFramework/Actor.h" 11 #include "CityMapMeshHolder.generated.h" 13 class IDetailLayoutBuilder;
14 class UInstancedStaticMeshComponent;
15 class AStaticMeshActor;
36 virtual void OnConstruction(
const FTransform &
Transform)
override;
37 virtual void PostInitializeComponents()
override;
41 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
override;
57 FVector GetTileLocation(uint32 X, uint32 Y)
const;
95 virtual void UpdateMap();
101 void UpdateMapScale();
107 USceneComponent *SceneRootComponent;
109 UPROPERTY(Category = "Map Generation", VisibleAnywhere)
110 float MapScale = 1.0f;
112 UPROPERTY(Category = "Meshes", EditAnywhere)
116 TMap<UStaticMesh *, ECityMapMeshTag> TagMap;
ECityMapMeshTag
Tag to identify the meshes used by the ProceduralMapGenerator.
Holds the static meshes and instances necessary for building a city map.
float GetMapScale() const
geom::Transform Transform