The Plugin comes with several usable C++ classes as well as some default materials. Below is the short breakdown and description of each.
Main material used by default for every cloud, supports all rendering options presented in the cloud’s settings window. You can duplicate it to make creation of your own custom materials faster.
Material node containing inputs and outputs relevant for Sprite rendering method. It handles calculation of the size and rotation of the sprites.
Set of material nodes containing general-, color- and sprite-related parameters. Helpful if you want to develop a custom material but still retain the ability to adjust the options via settings window.
Provides ability to render a single point cloud object inside the level. Can be extended or used inside blueprint objects.
Simple actor containing a single PointCloudComponent. Convenient way to quickly add clouds to your levels, if you do not have/want to build a custom system.
Classes listed below are not directly usable within the project - instead they are responsible for various internal functionality and interfacing with the Engine itself.
Asset class representing the imported data.
As names suggest - responsible for cloud settings, and import settings dialogs.
Contains part of the Blueprint exposure functionality.
Responsible for handling file imports, and placing assets in the level.