13 #include "DomainRandomizationDNNPCH.h"
14 #include "RandomComponentBase.h"
16 #include "RandomMeshComponent.generated.h"
19 UCLASS(Blueprintable, ClassGroup = (NVIDIA), meta = (BlueprintSpawnableComponent))
29 virtual void BeginPlay()
override;
30 virtual void OnRandomization_Implementation()
override;
31 bool HasMeshToRandomize()
const;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization)
35 bool bUseAllMeshInDirectories;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization, meta = (EditCondition =
"bUseAllMeshInDirectories", RelativeToGameContentDir))
39 TArray<FDirectoryPath> MeshDirectories;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization, meta = (EditCondition =
"!bUseAllMeshInDirectories"))
43 TArray<UStaticMesh*> StaticMeshList;