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UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Public/IMeshBuilderModule.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
struct FStaticMeshBuildVertex;
struct FStaticMeshSection;
class FStaticMeshSectionArray;
class IMeshBuilderModule : public IModuleInterface
{
public:
static inline IMeshBuilderModule& GetForPlatform(const ITargetPlatform* TargetPlatform)
{
check(TargetPlatform);
return FModuleManager::LoadModuleChecked<IMeshBuilderModule>(TargetPlatform->GetMeshBuilderModuleName());
}
static inline IMeshBuilderModule& GetForRunningPlatform()
{
const ITargetPlatform* TargetPlatform = GetTargetPlatformManagerRef().GetRunningTargetPlatform();
return GetForPlatform(TargetPlatform);
}
virtual void AppendToDDCKey(FString& DDCKey, bool bSkeletal) { }
virtual bool BuildMesh(class FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const class FStaticMeshLODGroup& LODGroup, bool bGenerateCoarseMeshStreamingLODs) = 0;
virtual bool BuildMeshVertexPositions(class UObject* StaticMesh, TArray<uint32>& Indices, TArray<FVector3f>& Vertices) = 0;
virtual bool BuildSkeletalMesh(const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) = 0;
virtual void PostBuildSkeletalMesh(class FSkeletalMeshRenderData* SkeletalMeshRenderData, class USkeletalMesh* SkeletalMesh) { }
};