13 #include "DomainRandomizationDNNPCH.h"
14 #include "RandomMaterialParameterComponentBase.h"
16 #include "RandomMaterialParam_TextureComponent.generated.h"
19 UCLASS(Blueprintable, ClassGroup = (NVIDIA), meta = (BlueprintSpawnableComponent))
29 virtual void PostLoad()
override;
30 virtual void BeginPlay()
override;
31 virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason)
override;
32 virtual void UpdateMaterial(UMaterialInstanceDynamic* MaterialToMofidy)
override;
34 bool HasAssetToRandomize()
const;
39 FName TextureParameterName;
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization)
42 bool bUseAllTextureInAFolder;
46 FDirectoryPath TextureDirectory;
49 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization, meta = (EditCondition =
"bUseAllTextureInAFolder", RelativeToGameContentDir))
50 TArray<FDirectoryPath> TextureDirectories;
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Randomization, meta = (EditCondition =
"!bUseAllTextureInAFolder"))
54 TArray<UTexture*> TextureList;