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Supports either: * From texel density * From expected mesh screen size * From expected mesh draw distance Compute best texture size, taking UV map waste into account. Currently only supported by the Approximate Actors merge method, to be integrated in the ProxyLOD later. #rb ryan.schmidt, luc.eygasier #ROBOMERGE-SOURCE: CL 16635038 #ROBOMERGE-BOT: (v831-16623017) [CL 16635077 by sebastien lussier in ue5-main branch]
60 lines
1.4 KiB
C#
60 lines
1.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class MergeActors : ModuleRules
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{
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public MergeActors(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Editor/MergeActors/Private",
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"Editor/MergeActors/Private/MeshMergingTool",
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"Editor/MergeActors/Private/MeshProxyTool"
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}
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);
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"ContentBrowser",
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"Documentation",
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"MeshUtilities",
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"PropertyEditor",
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"RawMesh",
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"WorkspaceMenuStructure",
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"MeshReductionInterface",
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"MeshMergeUtilities",
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"GeometryProcessingInterfaces"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"MaterialUtilities",
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"Slate",
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"SlateCore",
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"EditorStyle",
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"EditorFramework",
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"UnrealEd"
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[] {
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"AssetRegistry",
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"ContentBrowser",
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"Documentation",
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"MeshUtilities",
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"MeshMergeUtilities",
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"MeshReductionInterface",
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"GeometryProcessingInterfaces"
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}
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);
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}
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}
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