// Fill out your copyright notice in the Description page of Project Settings. #pragma once //#include "ProceduralMeshComponent.h" // Path not working #include "ProceduralMeshComponent.h" #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "BuildingProcedural.generated.h" UCLASS() class FORTIS_TAKTIKA_API ABuildingProcedural : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties ABuildingProcedural(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; UFUNCTION(BlueprintCallable) void ShowCurrentIndex(int32 Index, TArray ProceduralMeshes); UFUNCTION(BlueprintCallable) void ResetMeshSections(TArray ProceduralMeshes); void SetMeshSection(); };