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WorldPartition - Added Lanscape HLODs Created a custom HLOD builder for ULandscapeComponent * Landscape LOD used to generate the HLOD is autocomputed from the expected draw distance, same for the baked texture size * Expose ALandscapeProxy::GetLODScreenSizeArray() * Actually reverting changes done in CL 18794652 (moving proxy mesh creation back to ALandscapeProxy) * ComputeLayerHash() now takes a bool to choose if we want to compute the hash for edition or runtime data #preflight 620a60a1583261b0a6539c22 #rb Patrick.Enfedaque #ROBOMERGE-AUTHOR: sebastien.lussier #ROBOMERGE-SOURCE: CL 18980225 in //UE5/Release-5.0/... via CL 18980661 via CL 18981014 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18981050 by sebastien lussier in ue5-main branch]
2.2 KiB
2.2 KiB