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A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial() Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material. Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color. #preflight 62aa2330a40a4dc3a04052c6 #rb tyson.brochu [CL 20676782 by Ryan Schmidt in ue5-main branch]
19 lines
435 B
C++
19 lines
435 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class FModelingComponentsModule : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// registered in StartupModule() with FCoreDelegates::OnPostEngineInit and called once
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void OnPostEngineInit();
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};
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