SVT uassets now no longer store the original vdb file. Conversion now happens during import, giving the user a progress bar instead of just blocking the editor on PostLoad() when the derived data was generated. Also renamed "PackedData" to "Attributes".

#rnx
#preflight 63d7f61031334253e5ff28c4

[CL 23923279 by tim doerries in ue5-main branch]
This commit is contained in:
tim doerries
2023-01-31 01:11:48 -05:00
parent 32f797f25d
commit 1ca91d6ea2
10 changed files with 291 additions and 318 deletions

View File

@@ -3,8 +3,6 @@
#include "SparseVolumeTextureModule.h"
#include "SparseVolumeTextureOpenVDB.h"
#include "SparseVolumeTexture/SparseVolumeTexture.h"
#include "SparseVolumeTextureOpenVDBUtility.h"
#define LOCTEXT_NAMESPACE "SparseVolumeTextureModule"
@@ -20,14 +18,10 @@ void FSparseVolumeTextureModule::StartupModule()
// Global registration of the vdb types.
openvdb::initialize();
#endif
// USparseVolumeTexture needs to access (only) this function for cooking.
OnConvertOpenVDBToSparseVolumeTexture().BindStatic(ConvertOpenVDBToSparseVolumeTexture);
}
void FSparseVolumeTextureModule::ShutdownModule()
{
OnConvertOpenVDBToSparseVolumeTexture().Unbind();
}
#undef LOCTEXT_NAMESPACE