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201723fdccb474f474608fa0e4f199ec57c8304e
UnrealEngineUWP/Engine/Source/Runtime/Landscape
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sebastien lussier 8182a6f0c8 World Partition - HLOD: UEFN forces all static meshes to be nanite enable, so make sure the landscape HLOD are built accordingly
* We must generate a nanite LS mesh with a skirt in order to avoid any gaps between proxies due to nanite auto LOD
#rb JeanFrancois.Dube

[CL 33298286 by sebastien lussier in ue5-main branch]
2024-04-29 08:53:33 -04:00
..
Classes
Fix an issue with landscape culling bounds being possibly incorrect.
2024-04-19 10:49:35 -04:00
Private
World Partition - HLOD: UEFN forces all static meshes to be nanite enable, so make sure the landscape HLOD are built accordingly
2024-04-29 08:53:33 -04:00
Public
Landscape: Make the new layer creation dialog be optional, controlled by bShowDialogForAutomaticLayerCreation landscape editor setting. Also make it have a single "complete" button since the cancel button does not actually cancel, and update the layer view when a layer is created.
2024-04-18 16:30:32 -04:00
Landscape.Build.cs
Adds SActionableMessageViewportWidget in Viewport's toolbar.
2024-03-13 15:34:54 -04:00
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