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Removed the with_engine defines from the texture factory nodes as those are no longer needed. Made the texture factory node abstract to reflect the engine structure for those asset. Removed the asset class attribute for the texture node as it is no longer needed. #jira UETOOL-4711 #rb Alexis.Matte #preflight 6216623cc152c67496d9d703 [CL 19094855 by Julien StJean in ue5-main branch]
28 lines
924 B
C++
28 lines
924 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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class FString;
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namespace UE
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{
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namespace TextureUtilitiesCommon
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{
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constexpr const TCHAR* DefaultUdimRegexPattern = TEXT(R"((.+?)[._](\d{4})$)");
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TEXTUREUTILITIESCOMMON_API uint32 ParseUDIMName(const FString& Name, const FString& UdimRegexPattern, FString& OutPrefixName, FString& OutPostfixName);
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TEXTUREUTILITIESCOMMON_API int32 GetUDIMIndex(int32 BlockX, int32 BlockY);
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/**
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* Parse the file for the UDIM pattern
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* If the pattern is found search in the folder of the file for the others blocks
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*/
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TEXTUREUTILITIESCOMMON_API TMap<int32, FString> GetUDIMBlocksFromSourceFile(const FString& File, const FString& UdimRegexPattern, FString* OutFilenameWithoutUdimPatternAndExtension = nullptr);
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TEXTUREUTILITIESCOMMON_API void ExtractUDIMCoordinates(int32 UDIMIndex, int32& OutBlockX, int32& OutBlockY);
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}
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}
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