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also, when creating a static mesh with lightmap enabled via modeling components, also set the lightmap channel and resolution to match the build settings values, to better match the importer results #jira UE-143961 #8929 #rb ryan.schmidt #preflight 6406adbf0c7df1967f461e2d [CL 24542092 by jimmy andrews in ue5-main branch]
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ModelingComponentsSettings.h"
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#include "ModelingObjectsCreationAPI.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(ModelingComponentsSettings)
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#define LOCTEXT_NAMESPACE "ModelingComponentsSettings"
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#if WITH_EDITOR
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FText UModelingComponentsSettings::GetSectionText() const
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{
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return LOCTEXT("ModelingComponentsProjectSettingsName", "Modeling Mode Tools");
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}
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FText UModelingComponentsSettings::GetSectionDescription() const
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{
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return LOCTEXT("ModelingComponentsProjectSettingsDescription", "Configure Tool-level Settings for the Modeling Tools Editor Mode plugin");
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}
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FText UModelingComponentsEditorSettings::GetSectionText() const
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{
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return LOCTEXT("ModelingComponentsEditorSettingsName", "Modeling Mode Tools");
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}
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FText UModelingComponentsEditorSettings::GetSectionDescription() const
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{
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return LOCTEXT("ModelingComponentsEditorSettingsDescription", "Configure Tool-level Settings for the Modeling Tools Editor Mode plugin");
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}
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#endif
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void UModelingComponentsSettings::ApplyDefaultsToCreateMeshObjectParams(FCreateMeshObjectParams& Params)
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{
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const UModelingComponentsSettings* Settings = GetDefault<UModelingComponentsSettings>();
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if (Settings)
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{
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Params.bEnableCollision = Settings->bEnableCollision;
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Params.CollisionMode = Settings->CollisionMode;
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Params.bGenerateLightmapUVs = Settings->bGenerateLightmapUVs;
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Params.bEnableRaytracingSupport = Settings->bEnableRayTracing;
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}
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}
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#undef LOCTEXT_NAMESPACE
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