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- don't modify DDC key based on cvar since it doesn't impact LOD generation since CL 18820056. - removed bGenerateCoarseMeshStreamingLODs parameter from a few functions since it isn't used anymore. #rb brian.karis #prelight 652516f53a59af0b367fbd0b [CL 28614902 by tiago costa in ue5-main branch]
40 lines
1.4 KiB
C++
40 lines
1.4 KiB
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/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetPlatformManagerModule.h"
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struct FStaticMeshBuildVertex;
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struct FStaticMeshSection;
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class FStaticMeshSectionArray;
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class IMeshBuilderModule : public IModuleInterface
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{
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public:
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static inline IMeshBuilderModule& GetForPlatform(const ITargetPlatform* TargetPlatform)
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{
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check(TargetPlatform);
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return FModuleManager::LoadModuleChecked<IMeshBuilderModule>(TargetPlatform->GetMeshBuilderModuleName());
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}
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static inline IMeshBuilderModule& GetForRunningPlatform()
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{
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const ITargetPlatform* TargetPlatform = GetTargetPlatformManagerRef().GetRunningTargetPlatform();
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return GetForPlatform(TargetPlatform);
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}
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virtual void AppendToDDCKey(FString& DDCKey, bool bSkeletal) { }
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virtual bool BuildMesh(class FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const class FStaticMeshLODGroup& LODGroup, bool bAllowNanite) = 0;
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virtual bool BuildMeshVertexPositions(class UObject* StaticMesh, TArray<uint32>& Indices, TArray<FVector3f>& Vertices, FStaticMeshSectionArray& Sections) = 0;
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virtual bool BuildSkeletalMesh(const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) = 0;
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virtual void PostBuildSkeletalMesh(class FSkeletalMeshRenderData* SkeletalMeshRenderData, class USkinnedAsset* SkinnedAsset) { }
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};
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