Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Classes/ControlPointMeshComponent.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

37 lines
1015 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Components/StaticMeshComponent.h"
#include "ControlPointMeshComponent.generated.h"
UCLASS(MinimalAPI)
class UControlPointMeshComponent : public UStaticMeshComponent
{
GENERATED_UCLASS_BODY()
#if WITH_EDITORONLY_DATA
UPROPERTY(transient)
uint32 bSelected:1;
#endif
/**
* The max draw distance to use in the main pass when also rendering to a runtime virtual texture.
* This is only exposed to the user through the same setting on ULandscapeSplineControlPoint.
*/
UPROPERTY()
float VirtualTextureMainPassMaxDrawDistance = 0.f;
//Begin UPrimitiveComponent Interface
#if WITH_EDITOR
virtual bool ShouldRenderSelected() const override
{
return Super::ShouldRenderSelected() || bSelected;
}
#endif
virtual float GetVirtualTextureMainPassMaxDrawDistance() const override { return VirtualTextureMainPassMaxDrawDistance; }
//End UPrimitiveComponent Interface
};