Persist applied weather debug state
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@@ -55,6 +55,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Replicated, Category = "Agrarian|World|Weather")
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FAgrarianMappedWeatherInputs ActiveWeatherInputs;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Replicated, Category = "Agrarian|World|Weather")
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FAgrarianWeatherDebugSnapshot ActiveWeatherDebug;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Replicated, Category = "Agrarian|World|Tile Solar")
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FName ActiveSolarTileId = TEXT("gz_us_ca_pacifica_utm10n_e544_n4160");
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@@ -109,6 +112,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Agrarian|World|Weather")
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void ApplyMappedWeatherInputs(const FAgrarianMappedWeatherInputs& MappedInputs);
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UFUNCTION(BlueprintPure, Category = "Agrarian|World|Weather")
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FAgrarianWeatherDebugSnapshot GetWeatherDebugSnapshot() const;
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UFUNCTION(BlueprintPure, Category = "Agrarian|World|Temperature")
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float GetClearSkyTemperatureForHour(float HourOfDay) const;
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