13 #include "DomainRandomizationDNNPCH.h"
14 #include "RandomComponentBase.h"
16 #include "RandomLightComponent.generated.h"
23 UCLASS(Blueprintable, ClassGroup = (NVIDIA), meta = (BlueprintSpawnableComponent))
33 UPROPERTY(EditAnywhere, Category =
"Randomization", meta = (InlineEditConditionToggle))
34 bool bShouldModifyIntensity;
36 UPROPERTY(EditAnywhere, Category =
"Randomization", meta = (EditCondition =
"bShouldModifyIntensity"))
37 FFloatInterval IntensityRange;
39 UPROPERTY(EditAnywhere, Category =
"Randomization", meta = (InlineEditConditionToggle))
40 bool bShouldModifyColor;
42 UPROPERTY(EditAnywhere, Category =
"Randomization", meta = (EditCondition =
"bShouldModifyColor"))
46 #if WITH_EDITORONLY_DATA
47 virtual void PostEditChangeProperty(
struct FPropertyChangedEvent& PropertyChangedEvent)
override;
48 #endif //WITH_EDITORONLY_DATA
50 void OnRandomization_Implementation()
override;