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2022-05-26 18:32:27 +05:00

33 lines
896 B
C++

// 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<UProceduralMeshComponent*> ProceduralMeshes);
UFUNCTION(BlueprintCallable)
void ResetMeshSections(TArray<UProceduralMeshComponent*> ProceduralMeshes);
void SetMeshSection();
};