6#include "FoliageType_Actor.generated.h"
19 bool bShouldAttachToBaseComponent;
21 UPROPERTY(EditAnywhere, Category =
Mesh, meta = (
ToolTip =
"If enabled, will place an instanced static mesh representation of this actor without placing an actual actor"))
24 UPROPERTY(EditAnywhere, Category =
Mesh, meta = (EditCondition =
"bStaticMeshOnly"))
27 virtual UObject* GetSource()
const override {
return ActorClass; }
32 return TEXT(
"NewActorFoliage");
#define GET_MEMBER_NAME_CHECKED(ClassName, MemberName)
Definition AssertionMacros.h:493
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
Definition UnrealType.h:174
Definition SubclassOf.h:30
Definition FoliageInstancedStaticMeshComponent.h:21
Definition FoliageType_Actor.h:12
Definition FoliageType.h:106
virtual ENGINE_API void UpdateBounds() override
Definition InstancedStaticMesh.cpp:3167