Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Public/IMeshBuilderModule.h
luke thatcher 0a5c7401bf Make IMeshBuilderModule functions pure virtual and fix missing implementation on some platforms that was causing broken skeletal meshes in cooked builds.
#jira MH-3898
#rb Yuriy.Odonnell
#lockdown cristina.riveron

#ROBOMERGE-OWNER: luke.thatcher
#ROBOMERGE-AUTHOR: luke.thatcher
#ROBOMERGE-SOURCE: CL 16355587 in //UE5/Release-5.0-EarlyAccess/... via CL 16356141
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16356160 by luke thatcher in ue5-release-engine-test branch]
2021-05-17 14:31:24 -04:00

40 lines
1.4 KiB
C++

// 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) { }
virtual bool BuildMesh(class FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const class FStaticMeshLODGroup& LODGroup) = 0;
virtual bool BuildMeshVertexPositions(class UObject* StaticMesh, TArray<uint32>& Indices, TArray<FVector>& Vertices) = 0;
virtual bool BuildSkeletalMesh(const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) = 0;
virtual void PostBuildSkeletalMesh(class FSkeletalMeshRenderData* SkeletalMeshRenderData, class USkeletalMesh* SkeletalMesh) { }
};