Files
FNGameProj/Source/FortniteGame/Public/ExponentialHeightFogValues.h
2024-01-21 00:41:14 +01:00

50 lines
1.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Components/ExponentialHeightFogComponent.h"
#include "ExponentialHeightFogValues.generated.h"
USTRUCT(BlueprintType)
struct FExponentialHeightFogValues {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FogDensity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FogHeightFalloff;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FogMaxOpacity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float StartDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DirectionalInscatteringExponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DirectionalInscatteringStartDistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor DirectionalInscatteringColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FLinearColor FogInscatteringColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float VolumetricFogScatteringDistribution;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float VolumetricFogExtinctionScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float VolumetricFogDistance;
//UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
//FExponentialHeightFogData SecondFogData;
FORTNITEGAME_API FExponentialHeightFogValues();
};