удалил плагин

This commit is contained in:
2019-04-19 17:43:31 +05:00
parent 388563e080
commit 49f6add7ec
32 changed files with 0 additions and 1902 deletions
@@ -1,7 +0,0 @@
{
"BuildId": "4212847",
"Modules":
{
"VolumetricClouds": "UE4Editor-VolumetricClouds.dll"
}
}
@@ -1 +0,0 @@
E:\VolumetricCloudsProjects\PACK\VolumetricClouds\HostProject\Plugins\VolumetricClouds\Source\VolumetricClouds\Public\VC_Clouds.h
@@ -1,853 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "VolumetricClouds/Public/VC_Clouds.h"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeVC_Clouds() {}
// Cross Module References
VOLUMETRICCLOUDS_API UClass* Z_Construct_UClass_AVC_Clouds_NoRegister();
VOLUMETRICCLOUDS_API UClass* Z_Construct_UClass_AVC_Clouds();
ENGINE_API UClass* Z_Construct_UClass_AActor();
UPackage* Z_Construct_UPackage__Script_VolumetricClouds();
ENGINE_API UClass* Z_Construct_UClass_UTexture2D_NoRegister();
COREUOBJECT_API UScriptStruct* Z_Construct_UScriptStruct_FLinearColor();
ENGINE_API UClass* Z_Construct_UClass_ADirectionalLight_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UMaterialInstanceDynamic_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UMaterialInstanceConstant_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UTextureRenderTarget2D_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UStaticMeshComponent_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UBillboardComponent_NoRegister();
// End Cross Module References
void AVC_Clouds::StaticRegisterNativesAVC_Clouds()
{
}
UClass* Z_Construct_UClass_AVC_Clouds_NoRegister()
{
return AVC_Clouds::StaticClass();
}
struct Z_Construct_UClass_AVC_Clouds_Statics
{
static UObject* (*const DependentSingletons[])();
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Time_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_Time;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Desription_MetaData[];
#endif
static const UE4CodeGen_Private::FStrPropertyParams NewProp_Desription;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_bUseDynamicMaterials_MetaData[];
#endif
static void NewProp_bUseDynamicMaterials_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bUseDynamicMaterials;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_MipMapScaleDistance_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_MipMapScaleDistance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ShadowIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowDensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ShadowDensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowBlur_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ShadowBlur;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_SmallNoiseTile_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_SmallNoiseTile;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_NoiseTile_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_NoiseTile;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WindSpeed_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_WindSpeed;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WindDirectionZ_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_WindDirectionZ;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WindDirectionY_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_WindDirectionY;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WindDirectionX_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_WindDirectionX;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightStepScale_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_LightStepScale;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowMaxSteps_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ShadowMaxSteps;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_StepScaleDistance_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_StepScaleDistance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_RayMaxSteps_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_RayMaxSteps;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WeatherMapTexure_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_WeatherMapTexure;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_WeatherMapTile_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_WeatherMapTile;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Density_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_Density;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Coverage_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_Coverage;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightPow_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_LightPow;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_LightIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightColorIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_LightColorIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_InOutScatterLerp_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_InOutScatterLerp;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_OutScatter_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_OutScatter;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_SilverLightIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_SilverLightIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_SilverLightExp_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_SilverLightExp;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_InScatterIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_InScatterIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_InScatter_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_InScatter;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_CloudOutScatterAmbient_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_CloudOutScatterAmbient;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_AttenClampIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_AttenClampIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_BeerLawDensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_BeerLawDensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_AtmosphereBlendIntensity_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_AtmosphereBlendIntensity;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_AtmosphereBlendDistance_MetaData[];
#endif
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_AtmosphereBlendDistance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowColor_MetaData[];
#endif
static const UE4CodeGen_Private::FStructPropertyParams NewProp_ShadowColor;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightColor_MetaData[];
#endif
static const UE4CodeGen_Private::FStructPropertyParams NewProp_LightColor;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_DirectionalLightActor_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_DirectionalLightActor;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightFunctionMaterialInstanceDynamic_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_LightFunctionMaterialInstanceDynamic;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowRenderMaterialInstanceDynamic_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_ShadowRenderMaterialInstanceDynamic;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_CloudsMaterialInstanceDynamic_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_CloudsMaterialInstanceDynamic;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_LightFunctionMaterialInstance_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_LightFunctionMaterialInstance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowRenderMaterialInstance_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_ShadowRenderMaterialInstance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_CloudsMaterialInstance_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_CloudsMaterialInstance;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_ShadowRenderTarget_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_ShadowRenderTarget;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_CloudsBoxMesh_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_CloudsBoxMesh;
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam NewProp_SpriteComponent_MetaData[];
#endif
static const UE4CodeGen_Private::FObjectPropertyParams NewProp_SpriteComponent;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
static const UE4CodeGen_Private::FClassParams ClassParams;
};
UObject* (*const Z_Construct_UClass_AVC_Clouds_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_AActor,
(UObject* (*)())Z_Construct_UPackage__Script_VolumetricClouds,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::Class_MetaDataParams[] = {
{ "IncludePath", "VC_Clouds.h" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ObjectInitializerConstructorDeclared", "" },
};
#endif
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Time_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Shader time.\n //TODO: Check is it real that each shader has separate time parameter. So it's impossible to synchronize two shaders." },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Time = { UE4CodeGen_Private::EPropertyClass::Float, "Time", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, Time), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Time_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Time_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Desription_MetaData[] = {
{ "Category", "Clouds|Info" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
};
#endif
const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Desription = { UE4CodeGen_Private::EPropertyClass::Str, "Desription", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000020001, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, Desription), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Desription_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Desription_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials_MetaData[] = {
{ "Category", "Clouds|Misc" },
{ "DisplayName", "Use Dynamic Materials" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Is game should use dynamic material instances for game." },
};
#endif
void Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials_SetBit(void* Obj)
{
((AVC_Clouds*)Obj)->bUseDynamicMaterials = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials = { UE4CodeGen_Private::EPropertyClass::Bool, "bUseDynamicMaterials", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, sizeof(bool), UE4CodeGen_Private::ENativeBool::Native, sizeof(AVC_Clouds), &Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials_SetBit, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_MipMapScaleDistance_MetaData[] = {
{ "Category", "Clouds|Misc" },
{ "ClampMax", "20.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Mip Map Scale Disntace" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Distance when sampler starts use lower mip maps for a noise textures. (in km)" },
{ "UIMax", "20.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_MipMapScaleDistance = { UE4CodeGen_Private::EPropertyClass::Float, "MipMapScaleDistance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, MipMapScaleDistance), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_MipMapScaleDistance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_MipMapScaleDistance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowIntensity_MetaData[] = {
{ "Category", "Clouds|Ground Shadow" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Ground shadow global intensity." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "ShadowIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowDensity_MetaData[] = {
{ "Category", "Clouds|Ground Shadow" },
{ "ClampMax", "4.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Density" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Ground shadow density and edge hardness." },
{ "UIMax", "4.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowDensity = { UE4CodeGen_Private::EPropertyClass::Float, "ShadowDensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowDensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowDensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowDensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowBlur_MetaData[] = {
{ "Category", "Clouds|Ground Shadow" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.01" },
{ "DisplayName", "Blur" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Ground shadow blur intensity." },
{ "UIMax", "1.0" },
{ "UIMin", "0.01" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowBlur = { UE4CodeGen_Private::EPropertyClass::Float, "ShadowBlur", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowBlur), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowBlur_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowBlur_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SmallNoiseTile_MetaData[] = {
{ "Category", "Clouds|Noise" },
{ "ClampMax", "1000.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Detail Noise Tile" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Detail noise tile value. (in UV by Z)" },
{ "UIMax", "1000.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SmallNoiseTile = { UE4CodeGen_Private::EPropertyClass::Float, "SmallNoiseTile", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, SmallNoiseTile), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SmallNoiseTile_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SmallNoiseTile_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_NoiseTile_MetaData[] = {
{ "Category", "Clouds|Noise" },
{ "ClampMax", "100.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Noise Tile" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Base noise tile value. (in UV by Z)" },
{ "UIMax", "100.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_NoiseTile = { UE4CodeGen_Private::EPropertyClass::Float, "NoiseTile", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, NoiseTile), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_NoiseTile_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_NoiseTile_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindSpeed_MetaData[] = {
{ "Category", "Clouds|Wind" },
{ "DisplayName", "Speed" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Global wind speed." },
{ "UIMax", "20.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindSpeed = { UE4CodeGen_Private::EPropertyClass::Float, "WindSpeed", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WindSpeed), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindSpeed_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindSpeed_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionZ_MetaData[] = {
{ "Category", "Clouds|Wind" },
{ "ClampMax", "1.0" },
{ "ClampMin", "-1.0" },
{ "DisplayName", "Z Direction" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Wind direction Z value." },
{ "UIMax", "1.0" },
{ "UIMin", "-1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionZ = { UE4CodeGen_Private::EPropertyClass::Float, "WindDirectionZ", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WindDirectionZ), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionZ_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionZ_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionY_MetaData[] = {
{ "Category", "Clouds|Wind" },
{ "ClampMax", "1.0" },
{ "ClampMin", "-1.0" },
{ "DisplayName", "Y Direction" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Wind direction Y value." },
{ "UIMax", "1.0" },
{ "UIMin", "-1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionY = { UE4CodeGen_Private::EPropertyClass::Float, "WindDirectionY", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WindDirectionY), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionY_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionY_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionX_MetaData[] = {
{ "Category", "Clouds|Wind" },
{ "ClampMax", "1.0" },
{ "ClampMin", "-1.0" },
{ "DisplayName", "X Direction" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Wind direction X value." },
{ "UIMax", "1.0" },
{ "UIMin", "-1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionX = { UE4CodeGen_Private::EPropertyClass::Float, "WindDirectionX", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WindDirectionX), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionX_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionX_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightStepScale_MetaData[] = {
{ "Category", "Clouds|Ray" },
{ "ClampMax", "4.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Shadow Step Scale" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Scale for a ray step offset." },
{ "UIMax", "4.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightStepScale = { UE4CodeGen_Private::EPropertyClass::Float, "LightStepScale", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightStepScale), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightStepScale_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightStepScale_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowMaxSteps_MetaData[] = {
{ "Category", "Clouds|Ray" },
{ "ClampMax", "32.0" },
{ "ClampMin", "1.0" },
{ "DisplayName", "Shadow Max Steps" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Max amount of shadow ray steps." },
{ "UIMax", "32.0" },
{ "UIMin", "1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowMaxSteps = { UE4CodeGen_Private::EPropertyClass::Float, "ShadowMaxSteps", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowMaxSteps), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowMaxSteps_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowMaxSteps_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_StepScaleDistance_MetaData[] = {
{ "Category", "Clouds|Ray" },
{ "ClampMax", "4000.0" },
{ "ClampMin", "1.0" },
{ "DisplayName", "View Step Scale Distance" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Distance when ray start make less steps. (in km)" },
{ "UIMax", "4000.0" },
{ "UIMin", "1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_StepScaleDistance = { UE4CodeGen_Private::EPropertyClass::Float, "StepScaleDistance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, StepScaleDistance), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_StepScaleDistance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_StepScaleDistance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_RayMaxSteps_MetaData[] = {
{ "Category", "Clouds|Ray" },
{ "ClampMax", "4000.0" },
{ "ClampMin", "1.0" },
{ "DisplayName", "View Max Steps" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Maximum amout of ray steps for a raymarch." },
{ "UIMax", "4000.0" },
{ "UIMin", "1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_RayMaxSteps = { UE4CodeGen_Private::EPropertyClass::Float, "RayMaxSteps", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, RayMaxSteps), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_RayMaxSteps_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_RayMaxSteps_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTexure_MetaData[] = {
{ "Category", "Clouds|Weather" },
{ "DisplayName", "Weather Map" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Weather map texture." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTexure = { UE4CodeGen_Private::EPropertyClass::Object, "WeatherMapTexure", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WeatherMapTexure), Z_Construct_UClass_UTexture2D_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTexure_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTexure_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTile_MetaData[] = {
{ "Category", "Clouds|Weather" },
{ "ClampMax", "14.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Map Tile" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Tile for a weather map texture. (in UV)" },
{ "UIMax", "14.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTile = { UE4CodeGen_Private::EPropertyClass::Float, "WeatherMapTile", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, WeatherMapTile), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTile_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTile_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Density_MetaData[] = {
{ "Category", "Clouds|Weather" },
{ "ClampMax", "20.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Density" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud density." },
{ "UIMax", "20.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Density = { UE4CodeGen_Private::EPropertyClass::Float, "Density", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, Density), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Density_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Density_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Coverage_MetaData[] = {
{ "Category", "Clouds|Weather" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Coverage" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud coverage of the sky." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Coverage = { UE4CodeGen_Private::EPropertyClass::Float, "Coverage", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, Coverage), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Coverage_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Coverage_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightPow_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "5.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Light Power" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloind light power." },
{ "UIMax", "5.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightPow = { UE4CodeGen_Private::EPropertyClass::Float, "LightPow", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightPow), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightPow_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightPow_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightIntensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "6.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Light Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloind light intensity." },
{ "UIMax", "6.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "LightIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColorIntensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "2.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Light Color Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloind light color intensity." },
{ "UIMax", "2.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColorIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "LightColorIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightColorIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColorIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColorIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InOutScatterLerp_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "InOutScatterLerp" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloind interpolation between inscatter and outscatter." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InOutScatterLerp = { UE4CodeGen_Private::EPropertyClass::Float, "InOutScatterLerp", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, InOutScatterLerp), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InOutScatterLerp_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InOutScatterLerp_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_OutScatter_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "0.0" },
{ "ClampMin", "-1.0" },
{ "DisplayName", "Out Scatter" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud outnscattering exponent for a light." },
{ "UIMax", "0.0" },
{ "UIMin", "-1.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_OutScatter = { UE4CodeGen_Private::EPropertyClass::Float, "OutScatter", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, OutScatter), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_OutScatter_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_OutScatter_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightIntensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Silver Light Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud silverlight intensity." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "SilverLightIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, SilverLightIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightExp_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Silver Light Exp" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud silverlight exponent." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightExp = { UE4CodeGen_Private::EPropertyClass::Float, "SilverLightExp", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, SilverLightExp), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightExp_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightExp_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatterIntensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "In Scatter Instensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud inscattering intensity." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatterIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "InScatterIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, InScatterIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatterIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatterIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatter_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "In Scatter" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud inscattering exponent for a light." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatter = { UE4CodeGen_Private::EPropertyClass::Float, "InScatter", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, InScatter), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatter_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatter_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudOutScatterAmbient_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "1.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Ambient Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud ambient ntensity." },
{ "UIMax", "1.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudOutScatterAmbient = { UE4CodeGen_Private::EPropertyClass::Float, "CloudOutScatterAmbient", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, CloudOutScatterAmbient), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudOutScatterAmbient_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudOutScatterAmbient_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AttenClampIntensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "2.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Attenusation Clamp" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud shadow clamp intensity." },
{ "UIMax", "2.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AttenClampIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "AttenClampIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, AttenClampIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AttenClampIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AttenClampIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_BeerLawDensity_MetaData[] = {
{ "Category", "Clouds|Light" },
{ "ClampMax", "2.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Shadow Density" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud shadow intensity." },
{ "UIMax", "2.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_BeerLawDensity = { UE4CodeGen_Private::EPropertyClass::Float, "BeerLawDensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, BeerLawDensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_BeerLawDensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_BeerLawDensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendIntensity_MetaData[] = {
{ "Category", "Clouds|Atmosphere" },
{ "ClampMax", "2.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Blend Intensity" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Intensity of the atmosphere fog blend." },
{ "UIMax", "2.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendIntensity = { UE4CodeGen_Private::EPropertyClass::Float, "AtmosphereBlendIntensity", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, AtmosphereBlendIntensity), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendIntensity_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendIntensity_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendDistance_MetaData[] = {
{ "Category", "Clouds|Atmosphere" },
{ "ClampMax", "20.0" },
{ "ClampMin", "0.0" },
{ "DisplayName", "Blend Disntace" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Distance to atmosophere blend. (in km)" },
{ "UIMax", "20.0" },
{ "UIMin", "0.0" },
};
#endif
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendDistance = { UE4CodeGen_Private::EPropertyClass::Float, "AtmosphereBlendDistance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, AtmosphereBlendDistance), METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendDistance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendDistance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowColor_MetaData[] = {
{ "Category", "Clouds" },
{ "DisplayName", "Shadow Color" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud shadow color." },
};
#endif
const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowColor = { UE4CodeGen_Private::EPropertyClass::Struct, "ShadowColor", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowColor), Z_Construct_UScriptStruct_FLinearColor, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowColor_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowColor_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColor_MetaData[] = {
{ "Category", "Clouds" },
{ "DisplayName", "Light Color" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Cloud sun light color." },
};
#endif
const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColor = { UE4CodeGen_Private::EPropertyClass::Struct, "LightColor", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightColor), Z_Construct_UScriptStruct_FLinearColor, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColor_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColor_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_DirectionalLightActor_MetaData[] = {
{ "Category", "Clouds" },
{ "DisplayName", "Directional Light Actor" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Directional light actor for a material light direction paramater." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_DirectionalLightActor = { UE4CodeGen_Private::EPropertyClass::Object, "DirectionalLightActor", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0010000000000005, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, DirectionalLightActor), Z_Construct_UClass_ADirectionalLight_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_DirectionalLightActor_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_DirectionalLightActor_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstanceDynamic_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Light function material instance." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstanceDynamic = { UE4CodeGen_Private::EPropertyClass::Object, "LightFunctionMaterialInstanceDynamic", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightFunctionMaterialInstanceDynamic), Z_Construct_UClass_UMaterialInstanceDynamic_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstanceDynamic_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstanceDynamic_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstanceDynamic_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Material instance for clouds shadow render target." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstanceDynamic = { UE4CodeGen_Private::EPropertyClass::Object, "ShadowRenderMaterialInstanceDynamic", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowRenderMaterialInstanceDynamic), Z_Construct_UClass_UMaterialInstanceDynamic_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstanceDynamic_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstanceDynamic_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstanceDynamic_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Material instance for clouds box mesh." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstanceDynamic = { UE4CodeGen_Private::EPropertyClass::Object, "CloudsMaterialInstanceDynamic", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, CloudsMaterialInstanceDynamic), Z_Construct_UClass_UMaterialInstanceDynamic_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstanceDynamic_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstanceDynamic_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstance_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Light function material instance." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstance = { UE4CodeGen_Private::EPropertyClass::Object, "LightFunctionMaterialInstance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, LightFunctionMaterialInstance), Z_Construct_UClass_UMaterialInstanceConstant_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstance_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Material instance for clouds shadow render target." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstance = { UE4CodeGen_Private::EPropertyClass::Object, "ShadowRenderMaterialInstance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowRenderMaterialInstance), Z_Construct_UClass_UMaterialInstanceConstant_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstance_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Material instance for clouds box mesh." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstance = { UE4CodeGen_Private::EPropertyClass::Object, "CloudsMaterialInstance", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, CloudsMaterialInstance), Z_Construct_UClass_UMaterialInstanceConstant_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstance_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstance_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderTarget_MetaData[] = {
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Shadow render target texture." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderTarget = { UE4CodeGen_Private::EPropertyClass::Object, "ShadowRenderTarget", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000000000, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, ShadowRenderTarget), Z_Construct_UClass_UTextureRenderTarget2D_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderTarget_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderTarget_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsBoxMesh_MetaData[] = {
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "Static mesh component for a clouds box mesh." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsBoxMesh = { UE4CodeGen_Private::EPropertyClass::Object, "CloudsBoxMesh", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000080008, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, CloudsBoxMesh), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsBoxMesh_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsBoxMesh_MetaData)) };
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SpriteComponent_MetaData[] = {
{ "EditInline", "true" },
{ "ModuleRelativePath", "Public/VC_Clouds.h" },
{ "ToolTip", "A UBillboardComponent to hold Icon sprite." },
};
#endif
const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SpriteComponent = { UE4CodeGen_Private::EPropertyClass::Object, "SpriteComponent", RF_Public|RF_Transient|RF_MarkAsNative, (EPropertyFlags)0x0040000000080008, 1, nullptr, STRUCT_OFFSET(AVC_Clouds, SpriteComponent), Z_Construct_UClass_UBillboardComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SpriteComponent_MetaData, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SpriteComponent_MetaData)) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AVC_Clouds_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Time,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Desription,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_bUseDynamicMaterials,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_MipMapScaleDistance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowDensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowBlur,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SmallNoiseTile,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_NoiseTile,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindSpeed,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionZ,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionY,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WindDirectionX,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightStepScale,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowMaxSteps,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_StepScaleDistance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_RayMaxSteps,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTexure,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_WeatherMapTile,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Density,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_Coverage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightPow,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColorIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InOutScatterLerp,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_OutScatter,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SilverLightExp,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatterIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_InScatter,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudOutScatterAmbient,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AttenClampIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_BeerLawDensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendIntensity,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_AtmosphereBlendDistance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowColor,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightColor,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_DirectionalLightActor,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstanceDynamic,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstanceDynamic,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstanceDynamic,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_LightFunctionMaterialInstance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderMaterialInstance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsMaterialInstance,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_ShadowRenderTarget,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_CloudsBoxMesh,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AVC_Clouds_Statics::NewProp_SpriteComponent,
};
const FCppClassTypeInfoStatic Z_Construct_UClass_AVC_Clouds_Statics::StaticCppClassTypeInfo = {
TCppClassTypeTraits<AVC_Clouds>::IsAbstract,
};
const UE4CodeGen_Private::FClassParams Z_Construct_UClass_AVC_Clouds_Statics::ClassParams = {
&AVC_Clouds::StaticClass,
DependentSingletons, ARRAY_COUNT(DependentSingletons),
0x009000A0u,
nullptr, 0,
Z_Construct_UClass_AVC_Clouds_Statics::PropPointers, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::PropPointers),
nullptr,
&StaticCppClassTypeInfo,
nullptr, 0,
METADATA_PARAMS(Z_Construct_UClass_AVC_Clouds_Statics::Class_MetaDataParams, ARRAY_COUNT(Z_Construct_UClass_AVC_Clouds_Statics::Class_MetaDataParams))
};
UClass* Z_Construct_UClass_AVC_Clouds()
{
static UClass* OuterClass = nullptr;
if (!OuterClass)
{
UE4CodeGen_Private::ConstructUClass(OuterClass, Z_Construct_UClass_AVC_Clouds_Statics::ClassParams);
}
return OuterClass;
}
IMPLEMENT_CLASS(AVC_Clouds, 3218151660);
static FCompiledInDefer Z_CompiledInDefer_UClass_AVC_Clouds(Z_Construct_UClass_AVC_Clouds, &AVC_Clouds::StaticClass, TEXT("/Script/VolumetricClouds"), TEXT("AVC_Clouds"), false, nullptr, nullptr, nullptr);
DEFINE_VTABLE_PTR_HELPER_CTOR(AVC_Clouds);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -1,100 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef VOLUMETRICCLOUDS_VC_Clouds_generated_h
#error "VC_Clouds.generated.h already included, missing '#pragma once' in VC_Clouds.h"
#endif
#define VOLUMETRICCLOUDS_VC_Clouds_generated_h
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_RPC_WRAPPERS
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_RPC_WRAPPERS_NO_PURE_DECLS
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesAVC_Clouds(); \
friend struct Z_Construct_UClass_AVC_Clouds_Statics; \
public: \
DECLARE_CLASS(AVC_Clouds, AActor, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/VolumetricClouds"), NO_API) \
DECLARE_SERIALIZER(AVC_Clouds)
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_INCLASS \
private: \
static void StaticRegisterNativesAVC_Clouds(); \
friend struct Z_Construct_UClass_AVC_Clouds_Statics; \
public: \
DECLARE_CLASS(AVC_Clouds, AActor, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/VolumetricClouds"), NO_API) \
DECLARE_SERIALIZER(AVC_Clouds)
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API AVC_Clouds(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AVC_Clouds) \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, AVC_Clouds); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AVC_Clouds); \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API AVC_Clouds(AVC_Clouds&&); \
NO_API AVC_Clouds(const AVC_Clouds&); \
public:
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_ENHANCED_CONSTRUCTORS \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API AVC_Clouds(AVC_Clouds&&); \
NO_API AVC_Clouds(const AVC_Clouds&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, AVC_Clouds); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AVC_Clouds); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AVC_Clouds)
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_PRIVATE_PROPERTY_OFFSET \
FORCEINLINE static uint32 __PPO__SpriteComponent() { return STRUCT_OFFSET(AVC_Clouds, SpriteComponent); } \
FORCEINLINE static uint32 __PPO__CloudsBoxMesh() { return STRUCT_OFFSET(AVC_Clouds, CloudsBoxMesh); } \
FORCEINLINE static uint32 __PPO__ShadowRenderTarget() { return STRUCT_OFFSET(AVC_Clouds, ShadowRenderTarget); } \
FORCEINLINE static uint32 __PPO__CloudsMaterialInstance() { return STRUCT_OFFSET(AVC_Clouds, CloudsMaterialInstance); } \
FORCEINLINE static uint32 __PPO__ShadowRenderMaterialInstance() { return STRUCT_OFFSET(AVC_Clouds, ShadowRenderMaterialInstance); } \
FORCEINLINE static uint32 __PPO__LightFunctionMaterialInstance() { return STRUCT_OFFSET(AVC_Clouds, LightFunctionMaterialInstance); } \
FORCEINLINE static uint32 __PPO__CloudsMaterialInstanceDynamic() { return STRUCT_OFFSET(AVC_Clouds, CloudsMaterialInstanceDynamic); } \
FORCEINLINE static uint32 __PPO__ShadowRenderMaterialInstanceDynamic() { return STRUCT_OFFSET(AVC_Clouds, ShadowRenderMaterialInstanceDynamic); } \
FORCEINLINE static uint32 __PPO__LightFunctionMaterialInstanceDynamic() { return STRUCT_OFFSET(AVC_Clouds, LightFunctionMaterialInstanceDynamic); } \
FORCEINLINE static uint32 __PPO__Time() { return STRUCT_OFFSET(AVC_Clouds, Time); }
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_15_PROLOG
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_PRIVATE_PROPERTY_OFFSET \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_RPC_WRAPPERS \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_INCLASS \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#define VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_PRIVATE_PROPERTY_OFFSET \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_RPC_WRAPPERS_NO_PURE_DECLS \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_INCLASS_NO_PURE_DECLS \
VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h_18_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID VolumetricCloudsProjects_PACK_VolumetricClouds_HostProject_Plugins_VolumetricClouds_Source_VolumetricClouds_Public_VC_Clouds_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS
@@ -1,34 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeVolumetricClouds_init() {}
UPackage* Z_Construct_UPackage__Script_VolumetricClouds()
{
static UPackage* ReturnPackage = nullptr;
if (!ReturnPackage)
{
static const UE4CodeGen_Private::FPackageParams PackageParams = {
"/Script/VolumetricClouds",
PKG_CompiledIn | 0x00000080,
0x4514889D,
0xE25C17E8,
nullptr, 0,
METADATA_PARAMS(nullptr, 0)
};
UE4CodeGen_Private::ConstructUPackage(ReturnPackage, PackageParams);
}
return ReturnPackage;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -1,10 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#pragma once
Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

@@ -1,476 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "VC_Clouds.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
#include "Runtime/Engine/Classes/Components/BillboardComponent.h"
#include "Runtime/Engine/Classes/Kismet/KismetRenderingLibrary.h"
#include "UnrealEd.h"
#include "Editor/UnrealEd/Public/EditorViewportClient.h"
// Sets default values
AVC_Clouds::AVC_Clouds(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
//Structure to hold one-time initialization.
struct FConstructorStatics
{
//A helper class object we use to find target UTexture2D object in resource package.
ConstructorHelpers::FObjectFinderOptional<UTexture2D> VolumetricCloudsTextureObject;
//Icon sprite category name.
FName ID_VolumetricClouds;
//Icon sprite display name.
FText NAME_VolumetricClouds;
FConstructorStatics()
//Use helper class object to find the texture.
: VolumetricCloudsTextureObject(TEXT("Texture2D'/VolumetricClouds/Icons/I_VolumetricClouds.I_VolumetricClouds'"))
, ID_VolumetricClouds(TEXT("VolumetricClouds"))
, NAME_VolumetricClouds(NSLOCTEXT("SpriteCategory", "VolumetricClouds", "VolumetricClouds"))
{
}
};
static FConstructorStatics ConstructorStatics;
//Create scene component.
USceneComponent* SceneComponent = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("SceneComponent"));
RootComponent = SceneComponent;
RootComponent->Mobility = EComponentMobility::Static;
#if WITH_EDITORONLY_DATA
SpriteComponent = ObjectInitializer.CreateEditorOnlyDefaultSubobject<UBillboardComponent>(this, TEXT("Sprite"));
if (SpriteComponent)
{
SpriteComponent->Sprite = ConstructorStatics.VolumetricCloudsTextureObject.Get(); //Get the sprite texture from helper class object.
SpriteComponent->SpriteInfo.Category = ConstructorStatics.ID_VolumetricClouds; //Assign sprite category name.
SpriteComponent->SpriteInfo.DisplayName = ConstructorStatics.NAME_VolumetricClouds; //Assign sprite display name.
SpriteComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform); //Attach sprite to scene component.
SpriteComponent->Mobility = EComponentMobility::Static;
}
#endif // WITH_EDITORONLY_DATA
//Create a static mesh component.
CloudsBoxMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CloudsBoxMesh"));
CloudsBoxMesh->SetupAttachment(RootComponent);
//Find a mesh for a static mesh component.
static ConstructorHelpers::FObjectFinder<UStaticMesh>MeshAsset(TEXT("StaticMesh'/VolumetricClouds/Meshes/SM_CloudsBox.SM_CloudsBox'"));
//If mesh exist apply it to a component.
if (MeshAsset.Object != NULL)
{
CloudsBoxMesh->SetStaticMesh(MeshAsset.Object);
}
//Find material instance for clouds.
static ConstructorHelpers::FObjectFinder<UMaterialInstanceConstant>CloudsMaterialInstanceAsset(TEXT("MaterialInstanceConstant'/VolumetricClouds/Materials/MI_VolumetricClouds.MI_VolumetricClouds'"));
//If material exist apply it to cloud box mesh and store into actor variable.
if (CloudsMaterialInstanceAsset.Object != NULL)
{
CloudsMaterialInstance = CloudsMaterialInstanceAsset.Object;
CloudsBoxMesh->SetMaterial(0, CloudsMaterialInstance);
}
//Set default actor location and scale.
SetActorLocation(FVector(0.0f, 0.0f, 125000.0f));
SetActorScale3D(FVector(40000.0f, 40000.0f, 2000.0f));
//Set tht actor can tick.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
//Find material instance for render cloud shdows.
static ConstructorHelpers::FObjectFinder<UMaterialInstanceConstant>ShadowsMaterialInstanceAsset(TEXT("MaterialInstanceConstant'/VolumetricClouds/Materials/MI_GroundShadowRender.MI_GroundShadowRender'"));
//If material exist store it into actor variable.
if (ShadowsMaterialInstanceAsset.Object != NULL)
{
ShadowRenderMaterialInstance = ShadowsMaterialInstanceAsset.Object;
}
//Find Render target texture.
static ConstructorHelpers::FObjectFinder<UTextureRenderTarget2D>ShadowsRenderTargetAsset(TEXT("TextureRenderTarget2D'/VolumetricClouds/Textures/RT_GroundShadows.RT_GroundShadows'"));
//If texture exist store it into actor variable.
if (ShadowsRenderTargetAsset.Object != NULL)
{
ShadowRenderTarget = ShadowsRenderTargetAsset.Object;
}
//Find material instance for directional light light function.
static ConstructorHelpers::FObjectFinder<UMaterialInstanceConstant>LightFunctionMaterialInstanceAsset(TEXT("MaterialInstanceConstant'/VolumetricClouds/Materials/LFMI_GroundShadows.LFMI_GroundShadows'"));
//If material exist store it into actor variable.
if (LightFunctionMaterialInstanceAsset.Object != NULL)
{
LightFunctionMaterialInstance = LightFunctionMaterialInstanceAsset.Object;
}
//Find find and load weather map texture.
static ConstructorHelpers::FObjectFinder<UTexture2D>WeatherMapTexureAsset(TEXT("Texture2D'/VolumetricClouds/Textures/T_Weather_MA.T_Weather_MA'"));
//If rexture exist store it into actor variable.
if (WeatherMapTexureAsset.Object != NULL)
{
WeatherMapTexure = WeatherMapTexureAsset.Object;
}
}
/** Event that starts when level loaded. */
void AVC_Clouds::PostLoad()
{
Super::PostLoad();
//Create dynamic materials if needed. And load material parameters.
CreateDynamicMaterials();
LoadMaterialParameters();
}
/** Event that starts when actor spawned. */
void AVC_Clouds::PostActorCreated()
{
Super::PostActorCreated();
//Create dynamic materials if needed. And load material parameters.
CreateDynamicMaterials();
LoadMaterialParameters();
}
/** Create dynamic material instances. */
void AVC_Clouds::CreateDynamicMaterials()
{
if (GetWorld() != NULL)
{
//If first time loaded world in game create dynamic material instances is needed.
if (IsDynamicInGame() && GetWorld()->IsGameWorld())
{
if (CloudsMaterialInstance != NULL)
{
CloudsMaterialInstanceDynamic = UMaterialInstanceDynamic::Create(CloudsMaterialInstance, this);
CloudsBoxMesh->SetMaterial(0, CloudsMaterialInstanceDynamic);
}
if (ShadowRenderMaterialInstance != NULL)
{
ShadowRenderMaterialInstanceDynamic = UMaterialInstanceDynamic::Create(ShadowRenderMaterialInstance, this);
}
if (LightFunctionMaterialInstance != NULL)
{
LightFunctionMaterialInstanceDynamic = UMaterialInstanceDynamic::Create(LightFunctionMaterialInstance, this);
if (DirectionalLightActor != NULL)
{
DirectionalLightActor->SetLightFunctionMaterial(LightFunctionMaterialInstanceDynamic);
}
}
}
}
}
/** Set all material variables to materials. */
void AVC_Clouds::LoadMaterialParameters()
{
if (GetWorld() != NULL)
{
for (TFieldIterator<UProperty>PropIt(GetClass()); PropIt; ++PropIt)
{
UProperty* Property = *PropIt;
FName PropertyName = FName(*Property->GetName());
if (ArrayMaterialsParameterNames.Contains(PropertyName))
{
UFloatProperty* FloatProperty = Cast<UFloatProperty>(Property);
if (FloatProperty != nullptr)
{
float Value = FloatProperty->GetPropertyValue_InContainer(this);
SetMaterialScalar(PropertyName, Value);
}
UStructProperty* StructProperty = Cast<UStructProperty>(Property);
if (StructProperty != nullptr)
{
const FLinearColor* ColorPtr = Property->ContainerPtrToValuePtr<FLinearColor>(this);
if (ColorPtr != nullptr)
{
FLinearColor Value = *ColorPtr;
SetMaterialColor(PropertyName, Value);
}
}
}
}
//Setup a few more functions that updates transform and light direction.
UpdateLightDirection();
UpdateTransform();
//Setup tesutes.
SetMaterialTexture(FName("WeatherMapTexure"), WeatherMapTexure);
}
}
/** Setup material instance scalar value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void AVC_Clouds::SetMaterialScalar(FName Name, float Value)
{
if (GetWorld()->IsGameWorld())
{
if (IsDynamicInGame())
{
if (CloudsMaterialInstanceDynamic != NULL && ShadowRenderMaterialInstanceDynamic != NULL && LightFunctionMaterialInstanceDynamic != NULL)
{
CloudsMaterialInstanceDynamic->SetScalarParameterValue(Name, Value);
ShadowRenderMaterialInstanceDynamic->SetScalarParameterValue(Name, Value);
LightFunctionMaterialInstanceDynamic->SetScalarParameterValue(Name, Value);
}
}
}
else
{
if (CloudsMaterialInstance != NULL && ShadowRenderMaterialInstance != NULL && LightFunctionMaterialInstance != NULL)
{
CloudsMaterialInstance->SetScalarParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
ShadowRenderMaterialInstance->SetScalarParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
LightFunctionMaterialInstance->SetScalarParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
}
}
}
/** Setup material instance color vector value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void AVC_Clouds::SetMaterialColor(FName Name, FLinearColor Value)
{
if (GetWorld()->IsGameWorld())
{
if (IsDynamicInGame())
{
if (CloudsMaterialInstanceDynamic != NULL && ShadowRenderMaterialInstanceDynamic != NULL && LightFunctionMaterialInstanceDynamic != NULL)
{
CloudsMaterialInstanceDynamic->SetVectorParameterValue(Name, Value);
ShadowRenderMaterialInstanceDynamic->SetVectorParameterValue(Name, Value);
LightFunctionMaterialInstanceDynamic->SetVectorParameterValue(Name, Value);
}
}
}
else
{
if (CloudsMaterialInstance != NULL && ShadowRenderMaterialInstance != NULL && LightFunctionMaterialInstance != NULL)
{
CloudsMaterialInstance->SetVectorParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
ShadowRenderMaterialInstance->SetVectorParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
LightFunctionMaterialInstance->SetVectorParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
}
}
}
/** Setup material instance color vector value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void AVC_Clouds::SetMaterialTexture(FName Name, UTexture2D* Value)
{
if (GetWorld()->IsGameWorld())
{
if (IsDynamicInGame())
{
if (CloudsMaterialInstanceDynamic != NULL && ShadowRenderMaterialInstanceDynamic != NULL)
{
CloudsMaterialInstanceDynamic->SetTextureParameterValue(Name, Value);
ShadowRenderMaterialInstanceDynamic->SetTextureParameterValue(Name, Value);
}
}
}
else
{
if (CloudsMaterialInstance != NULL && ShadowRenderMaterialInstance != NULL)
{
CloudsMaterialInstance->SetTextureParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
ShadowRenderMaterialInstance->SetTextureParameterValueEditorOnly(FMaterialParameterInfo(Name), Value);
}
}
}
/** Updates light direction for a sun light */
void AVC_Clouds::UpdateLightDirection()
{
//If actor exist.
if (DirectionalLightActor != NULL)
{
//Find it's light direction.
FVector LightDirection = DirectionalLightActor->GetActorForwardVector() * -1;
//Setup light direction parameter.
SetMaterialColor(FName("LightDirection"), FLinearColor(LightDirection));
//If we are in game set dynamic light function to a light.
if (GetWorld()->IsGameWorld())
{
if (IsDynamicInGame())
{
if (DirectionalLightActor->GetLightComponent()->LightFunctionMaterial != LightFunctionMaterialInstanceDynamic && LightFunctionMaterialInstanceDynamic != NULL)
{
DirectionalLightActor->SetLightFunctionMaterial(LightFunctionMaterialInstanceDynamic);
}
}
}
else //If we are not game set static light function to a light.
{
if (DirectionalLightActor->GetLightComponent()->LightFunctionMaterial != LightFunctionMaterialInstance && LightFunctionMaterialInstance != NULL)
{
DirectionalLightActor->SetLightFunctionMaterial(LightFunctionMaterialInstance);
}
}
}
else
{
}
}
/** Updates actor transform to a material parameters. */
void AVC_Clouds::UpdateTransform()
{
//Get transform of actor.
FVector Location = this->GetTransform().GetLocation();
FVector Scale = this->GetActorScale3D();
SetMaterialColor(FName("ActorPosition"), FLinearColor(Location));
SetMaterialColor(FName("ActorScale"), FLinearColor(Scale));
}
/** Event that called when actor construction changed.
@Transform - new transform.
*/
void AVC_Clouds::OnConstruction(const FTransform & Transform)
{
Super::OnConstruction(Transform);
UpdateTransform();
}
/* Render clouds shadows into texture. */
void AVC_Clouds::RenderShadows()
{
//If shadow render target exist.
if (GetWorld() != NULL && ShadowRenderTarget != NULL)
{
//If in game set dynamic material instance and render it.
if (GetWorld()->IsGameWorld())
{
if (IsDynamicInGame())
{
if (ShadowRenderMaterialInstanceDynamic != NULL)
{
UKismetRenderingLibrary::DrawMaterialToRenderTarget(GetWorld(), ShadowRenderTarget, ShadowRenderMaterialInstanceDynamic);
}
}
}
else //If in editor set static material instance and render it.
{
if (ShadowRenderMaterialInstance != NULL)
{
UKismetRenderingLibrary::DrawMaterialToRenderTarget(GetWorld(), ShadowRenderTarget, ShadowRenderMaterialInstance);
}
}
}
else
{
}
}
// Called every frame
void AVC_Clouds::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//Custom time parameter.
Time += DeltaTime;
//Update material instance time.
SetMaterialScalar(FName("Time"), Time);
//Update light direction every frame.
//TODO: Terrible solution. FIX it later.
UpdateLightDirection();
//Render shadows.
RenderShadows();
}
#if WITH_EDITOR
/** Event that called when editor changes property. */
void AVC_Clouds::PostEditChangeProperty(struct FPropertyChangedEvent& e)
{
Super::PostEditChangeProperty(e);
//Get edited property name.
FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None;
//When new directional light actor setups, automaticly update material light direction.
if (PropertyName == GET_MEMBER_NAME_CHECKED(AVC_Clouds, DirectionalLightActor))
{
UpdateLightDirection();
//Set default light function fade distance.
if(DirectionalLightActor != NULL)
{
DirectionalLightActor->SetLightFunctionFadeDistance(GetActorScale().X * 50.0f);
}
}
UFloatProperty* PropertyFloat = ((UFloatProperty*)e.Property);
if (PropertyFloat)
{
//TODO: Convert basic struct property to an actual property.
if (PropertyName == FName("R") || PropertyName == FName("G") || PropertyName == FName("B"))
{
SetMaterialColor(FName("LightColor"), FLinearColor(LightColor));
SetMaterialColor(FName("ShadowColor"), FLinearColor(ShadowColor));
}
else
{
float Value = PropertyFloat->GetPropertyValue_InContainer(this);
SetMaterialScalar(PropertyName, Value);
}
}
UStructProperty* StructProperty = ((UStructProperty*)e.Property);
if (StructProperty)
{
//TODO: Convert basic struct property to an actual property.
SetMaterialColor(FName("LightColor"), FLinearColor(LightColor));
SetMaterialColor(FName("ShadowColor"), FLinearColor(ShadowColor));
}
//When new directional light actor setups, automaticly update material light direction.
if (PropertyName == GET_MEMBER_NAME_CHECKED(AVC_Clouds, WeatherMapTexure))
{
SetMaterialTexture(PropertyName, WeatherMapTexure);
}
}
/** Should actor tick in editor. */
bool AVC_Clouds::ShouldTickIfViewportsOnly() const
{
return true;
}
#endif // WITH_EDITOR
@@ -1,307 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Materials/MaterialInstanceConstant.h"
#include "Runtime/Engine/Classes/Engine/DirectionalLight.h"
#include "Runtime/Engine/Classes/Engine/World.h"
#include "Runtime/Engine/Classes/Engine/TextureRenderTarget.h"
#include "VC_Clouds.generated.h"
UCLASS()
class VOLUMETRICCLOUDS_API AVC_Clouds : public AActor
{
GENERATED_BODY()
public:
/** Sets default values for this actor's properties. */
AVC_Clouds(const FObjectInitializer& ObjectInitializer);
/** Event that starts when level loaded. */
virtual void PostLoad() override;
/** Event that starts when actor spawned. */
virtual void PostActorCreated() override;
private:
/** Create dynamic material instances. */
void CreateDynamicMaterials();
/** Set all material variables to materials. */
void LoadMaterialParameters();
/** Setup material instance scalar value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void SetMaterialScalar(FName Name, float Value);
/** Setup material instance color vector value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void SetMaterialColor(FName Name, FLinearColor Value);
/** Setup material instance color vector value.
@Name - material parameter name.
@Value - material parameter Value.
*/
void SetMaterialTexture(FName Name, UTexture2D* Value);
/** Updates light direction for a sun light */
//Temporal: Update light position every frame. as a private function instead of public blueprintable.
//UFUNCTION(CallInEditor, Category = "Clouds", DisplayName = "Update Light Direction")
void UpdateLightDirection();
/** Updates actor transform to a material parameters. */
void UpdateTransform();
/** Event that called when actor construction changed.
@Transform - new transform.
*/
virtual void OnConstruction(const FTransform & Transform) override;
/** Render clouds shadows material into texture. */
void RenderShadows();
public:
/** Is this actor uses dynamic materials in game. */
bool IsDynamicInGame() { return bUseDynamicMaterials; };
/** Called every frame. */
virtual void Tick(float DeltaTime) override;
private:
/** A UBillboardComponent to hold Icon sprite. */
UPROPERTY()
UBillboardComponent* SpriteComponent;
/** Icon sprite testure. */
UTexture2D* SpriteTexture;
/* Static mesh component for a clouds box mesh. */
UPROPERTY()
UStaticMeshComponent* CloudsBoxMesh;
/** Shadow render target texture. */
UPROPERTY()
UTextureRenderTarget2D* ShadowRenderTarget;
/**
Editor material instances.
*/
/** Material instance for clouds box mesh. */
UPROPERTY()
UMaterialInstanceConstant* CloudsMaterialInstance;
/** Material instance for clouds shadow render target. */
UPROPERTY()
UMaterialInstanceConstant* ShadowRenderMaterialInstance;
/** Light function material instance. */
UPROPERTY()
UMaterialInstanceConstant* LightFunctionMaterialInstance;
/**
Game material instances.
*/
/** Material instance for clouds box mesh. */
UPROPERTY()
UMaterialInstanceDynamic* CloudsMaterialInstanceDynamic;
/** Material instance for clouds shadow render target. */
UPROPERTY()
UMaterialInstanceDynamic* ShadowRenderMaterialInstanceDynamic;
/** Light function material instance. */
UPROPERTY()
UMaterialInstanceDynamic* LightFunctionMaterialInstanceDynamic;
/** Array of avalable clouds material parameter names. //38 */
const TArray<FName> ArrayMaterialsParameterNames
{
FName("AtmosphereBlendDistance"),
FName("AtmosphereBlendIntensity"),
FName("AttenClampIntensity"),
FName("BeerLawDensity"),
FName("CloudOutScatterAmbient"),
FName("Coverage"),
FName("Density"),
FName("InOutScatterLerp"),
FName("InScatter"),
FName("InScatterIntensity"),
FName("LightColor"),
FName("LightColorIntensity"),
FName("LightIntensity"),
FName("LightPow"),
FName("LightStepScale"),
FName("MipMapScaleDistance"),
FName("NoiseTile"),
FName("SmallNoiseTile"),
FName("OutScatter"),
FName("RayMaxSteps"),
FName("ShadowColor"),
FName("ShadowMaxSteps"),
FName("SilverLightExp"),
FName("SilverLightIntensity"),
FName("StepScaleDistance"),
FName("WeatherMapTile"),
FName("WindDirectionX"),
FName("WindDirectionY"),
FName("WindDirectionZ"),
FName("WindSpeed"),
FName("ActorPosition"),
FName("ActorScale"),
FName("LightDirection"),
FName("Time"),
FName("ShadowBlur"),
FName("ShadowDensity"),
FName("ShadowIntensity")
//LightDirection
//ActorPos
//ActorScale
};
public:
/** Directional light actor for a material light direction paramater. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds", DisplayName = "Directional Light Actor")
ADirectionalLight* DirectionalLightActor;
/** Cloud sun light color. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds", DisplayName = "Light Color")
FLinearColor LightColor = FLinearColor(1.14f, 1.22f, 1.31f, 1.0f);
/** Cloud shadow color. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds", DisplayName = "Shadow Color")
FLinearColor ShadowColor = FLinearColor(0.60f, 0.63f, 0.7f, 1.0f);
/** Distance to atmosophere blend. (in km)*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Atmosphere", DisplayName = "Blend Disntace", meta = (ClampMin = "0.0", ClampMax = "20.0", UIMin = "0.0", UIMax = "20.0"))
float AtmosphereBlendDistance = 5.0f;
/** Intensity of the atmosphere fog blend. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Atmosphere", DisplayName = "Blend Intensity", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
float AtmosphereBlendIntensity = 1.0f;
/** Cloud shadow intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Shadow Density", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
float BeerLawDensity = 0.85f;
/** Cloud shadow clamp intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Attenusation Clamp", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
float AttenClampIntensity = 0.6f;
/** Cloud ambient ntensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Ambient Intensity", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float CloudOutScatterAmbient = 1.0f;
/** Cloud inscattering exponent for a light. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "In Scatter", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float InScatter = 0.75f;
/** Cloud inscattering intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "In Scatter Instensity", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float InScatterIntensity = 0.05f;
/** Cloud silverlight exponent. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Silver Light Exp", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float SilverLightExp = 1.0f;
/** Cloud silverlight intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Silver Light Intensity", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float SilverLightIntensity = 0.5f;
/** Cloud outnscattering exponent for a light. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Out Scatter", meta = (ClampMin = "-1.0", ClampMax = "0.0", UIMin = "-1.0", UIMax = "0.0"))
float OutScatter = -0.045f;
/** Cloind interpolation between inscatter and outscatter. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "InOutScatterLerp", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float InOutScatterLerp = 0.5;
/** Cloind light color intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Light Color Intensity", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
float LightColorIntensity = 1.25f;
/** Cloind light intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Light Intensity", meta = (ClampMin = "0.0", ClampMax = "6.0", UIMin = "0.0", UIMax = "6.0"))
float LightIntensity = 4.0f;
/** Cloind light power. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Light", DisplayName = "Light Power", meta = (ClampMin = "0.0", ClampMax = "5.0", UIMin = "0.0", UIMax = "5.0"))
float LightPow = 3.0f;
/** Cloud coverage of the sky. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Weather", DisplayName = "Coverage", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float Coverage = 0.65f;
/** Cloud density. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Weather", DisplayName = "Density", meta = (ClampMin = "0.0", ClampMax = "20.0", UIMin = "0.0", UIMax = "20.0"))
float Density = 14.0f;
/** Tile for a weather map texture. (in UV) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Weather", DisplayName = "Map Tile", meta = (ClampMin = "0.0", ClampMax = "14.0", UIMin = "0.0", UIMax = "14.0"))
float WeatherMapTile = 1.5f;
/** Weather map texture. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Weather", DisplayName = "Weather Map")
UTexture2D* WeatherMapTexure;
/** Maximum amout of ray steps for a raymarch. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ray", DisplayName = "View Max Steps", meta = (ClampMin = "1.0", ClampMax = "4000.0", UIMin = "1.0", UIMax = "4000.0"))
float RayMaxSteps = 500.0f;
/** Distance when ray start make less steps. (in km) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ray", DisplayName = "View Step Scale Distance", meta = (ClampMin = "1.0", ClampMax = "4000.0", UIMin = "1.0", UIMax = "4000.0"))
float StepScaleDistance = 2.0f;
/** Max amount of shadow ray steps. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ray", DisplayName = "Shadow Max Steps", meta = (ClampMin = "1.0", ClampMax = "32.0", UIMin = "1.0", UIMax = "32.0"))
float ShadowMaxSteps = 8.0f;
/** Scale for a ray step offset. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ray", DisplayName = "Shadow Step Scale", meta = (ClampMin = "0.0", ClampMax = "4.0", UIMin = "0.0", UIMax = "4.0"))
float LightStepScale = 2.0f;
/** Wind direction X value. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Wind", DisplayName = "X Direction", meta = (ClampMin = "-1.0", ClampMax = "1.0", UIMin = "-1.0", UIMax = "1.0"))
float WindDirectionX = 0.25f;
/** Wind direction Y value. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Wind", DisplayName = "Y Direction", meta = (ClampMin = "-1.0", ClampMax = "1.0", UIMin = "-1.0", UIMax = "1.0"))
float WindDirectionY = 0.0f;
/** Wind direction Z value. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Wind", DisplayName = "Z Direction", meta = (ClampMin = "-1.0", ClampMax = "1.0", UIMin = "-1.0", UIMax = "1.0"))
float WindDirectionZ = -0.05f;
/** Global wind speed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Wind", DisplayName = "Speed", meta = (UIMin = "0.0", UIMax = "20.0"))
float WindSpeed = 12.0f;
/** Base noise tile value. (in UV by Z) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Noise", DisplayName = "Noise Tile", meta = (ClampMin = "0.0", ClampMax = "100.0", UIMin = "0.0", UIMax = "100.0"))
float NoiseTile = 20.0f;
/** Detail noise tile value. (in UV by Z) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Noise", DisplayName = "Detail Noise Tile", meta = (ClampMin = "0.0", ClampMax = "1000.0", UIMin = "0.0", UIMax = "1000.0"))
float SmallNoiseTile = 230.0f;
/** Ground shadow blur intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ground Shadow", DisplayName = "Blur", meta = (ClampMin = "0.01", ClampMax = "1.0", UIMin = "0.01", UIMax = "1.0"))
float ShadowBlur = 0.25f;
/** Ground shadow density and edge hardness. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ground Shadow", DisplayName = "Density", meta = (ClampMin = "0.0", ClampMax = "4.0", UIMin = "0.0", UIMax = "4.0"))
float ShadowDensity = 1.0f;
/** Ground shadow global intensity. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Ground Shadow", DisplayName = "Intensity", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float ShadowIntensity = 1.0f;
/** Distance when sampler starts use lower mip maps for a noise textures. (in km) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Misc", DisplayName = "Mip Map Scale Disntace", meta = (ClampMin = "0.0", ClampMax = "20.0", UIMin = "0.0", UIMax = "20.0"))
float MipMapScaleDistance = 5.0f;
/** Is game should use dynamic material instances for game. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Clouds|Misc", DisplayName = "Use Dynamic Materials")
bool bUseDynamicMaterials = true;
UPROPERTY(VisibleAnywhere, Category = "Clouds|Info")
FString Desription = FString("Beta version of volumatric clouds.\nStill work in progress.\nHave major optimisation issues.\nPlease stay tuned for a future updates.");
private:
/** Shader time.
//TODO: Check is it real that each shader has separate time parameter. So it's impossible to synchronize two shaders.
*/
UPROPERTY()
float Time = 0.0f;
#if WITH_EDITOR
private:
/** Event that called when editor changes property. */
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
/** Should actor tick in editor. */
virtual bool ShouldTickIfViewportsOnly() const override;
#endif // WITH_EDITOR
//Level load test
};
@@ -1,54 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VolumetricClouds : ModuleRules
{
public VolumetricClouds(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
"VolumetricClouds/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"VolumetricClouds/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"UnrealEd",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
@@ -1,20 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "VolumetricClouds.h"
#define LOCTEXT_NAMESPACE "FVolumetricCloudsModule"
void FVolumetricCloudsModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FVolumetricCloudsModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FVolumetricCloudsModule, VolumetricClouds)
@@ -1,16 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "VC_Clouds.h"
class FVolumetricCloudsModule : public IModuleInterface
{
public:
// /** IModuleInterface implementation /
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -1,24 +0,0 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "VolumetricClouds",
"Description": "Volumetric clouds.",
"Category": "Other",
"CreatedBy": "deBug",
"CreatedByURL": "https://www.artstation.com/debug",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"EngineVersion": "4.20.0",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": true,
"Modules": [
{
"Name": "VolumetricClouds",
"Type": "Developer",
"LoadingPhase": "PreDefault"
}
]
}