13 #include "DomainRandomizationDNNPCH.h"
14 #include "RandomDataObject.generated.h"
17 UCLASS(Blueprintable, DefaultToInstanced, editinlinenew, Abstract, ClassGroup = (NVIDIA))
25 bool ShouldRandomize()
const;
26 virtual void OnRandomization();
29 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Randomization)
30 bool bShouldRandomize;
33 UCLASS(Blueprintable, DefaultToInstanced, editinlinenew, ClassGroup = (NVIDIA))
41 virtual void OnRandomization()
override;
46 UPROPERTY(EditAnywhere, Category = Randomization)
47 bool bRelatedToOriginLocation;
49 UPROPERTY(EditAnywhere, meta = (EditCondition =
"bRelatedToOriginLocation"), Category = Randomization)
53 UPROPERTY(EditAnywhere, meta = (EditCondition =
"bRelatedToOriginLocation"), Category = Randomization)
54 bool bUseObjectAxesInsteadOfWorldAxes;
57 UPROPERTY(EditAnywhere, meta = (EditCondition =
"!bRelatedToOriginLocation"), Category = Randomization)
58 AVolume* RandomLocationVolume;
62 UPROPERTY(EditAnywhere, Category = Randomization)
65 UPROPERTY(EditAnywhere, meta = (EditCondition =
"!bShouldTeleport"), Category = Randomization)
66 FFloatInterval RandomSpeedRange;
69 UCLASS(ClassGroup = (NVIDIA))
77 virtual void OnRandomization()
override;
80 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Randomization)
85 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Randomization)
86 bool bRelatedToOriginRotation;