9 #include "GameFramework/Actor.h" 12 #include "BaseVegetationActor.generated.h" 14 USTRUCT(BlueprintType)
18 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation Component")
21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
25 FVector Gravity = FVector(0,0,-1);
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
28 float BaseSpringStrength = 10000.f;
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
31 float MinSpringStrength = 2000.f;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
34 float HorizontalFallof = 0.1f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
37 float VerticalFallof = 0.1f;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
40 float RestFactor = 0.5f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
43 float DeltaTimeOverride = -1.f;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
46 float CollisionForceParameter = 10.f;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
49 float CollisionForceMinVel = 1.f;
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
52 float ForceDistanceFalloffExponent = 1.f;
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
54 float ForceMaxDistance = 180.f;
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
56 float MinForceFactor = 0.01;
57 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
58 float LineTraceMaxDistance = 180.f;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
60 float CapsuleRadius = 6.0f;
61 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
62 float MinBoneLength = 10.f;
63 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
64 FVector SpringStrengthMulFactor = FVector(1,1,1);
65 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
66 float VehicleCenterZOffset = 120.f;
68 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
71 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
72 bool bAutoComputeStrength = true;
85 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation")
86 FSpringBasedVegetationParameters SpringParameters;
88 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
89 void GetParametersFromComponent();
91 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
92 void SetParametersToComponent();
94 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
95 void UpdateSkeletonAndParameters();
virtual void BeginPlay() override