Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/StaticLightingSystem/StaticLightingTextureMapping.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

26 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
StaticLightingTextureMapping.cpp: Static lighting texture mapping implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "StaticLighting.h"
#include "StaticLightingSystem/StaticLightingPrivate.h"
#include "LightMap.h"
// Doxygen cannot not parse this definition since the declaration is in Engine, not UnrealEd
#if !UE_BUILD_DOCS
bool FStaticLightingTextureMapping::DebugThisMapping() const
{
// This only works for mappings that have a one to one relationship with the associated component.
// Other mapping types need to override this function.
const bool bDebug = GCurrentSelectedLightmapSample.Component
&& GCurrentSelectedLightmapSample.Component == Mesh->Component
// Only allow debugging if the lightmap resolution hasn't changed
&& GCurrentSelectedLightmapSample.MappingSizeX == SizeX
&& GCurrentSelectedLightmapSample.MappingSizeY == SizeY;
return bDebug;
}
#endif