Files
UnrealEngineUWP/Engine/Source/Developer/AssetTools/Private/AssetVtConversion.h
aurel cordonnier 50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00

64 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetRegistryModule.h"
#include "UObject/GCObject.h"
class UTexture2D;
class UMaterial;
class UMaterialFunctionInterface;
struct FScopedSlowTask;
class FVTConversionWorker : public FGCObject
{
public:
FVTConversionWorker(bool bInConvertBackward = false) : bConvertBackward(bInConvertBackward){}
bool bConvertBackward;
// Fill this array intially with some textures you want to see converted to vt
TArray<UTexture2D*> UserTextures;
// These will be filled by calling FilterList
TArray<UTexture2D*> Textures;
TArray<UMaterial *>Materials;
TArray<UMaterialFunctionInterface *> Functions;
TArray<UTexture2D*> SizeRejectedTextures;// The original selection of the user filtered by textures that match the threshold size
TArray<UTexture2D*> MaterialRejectedTextures; // Textures that could not be converted due to their usage in materials (connected to unsupported property)
struct FAuditTrail
{
FAuditTrail(UObject *SetObject, const FString &SetString) : Destination(SetObject), PathDescription(SetString) {}
UObject *Destination; //Next object in the trail
FString PathDescription; //Description on how we go there
};
TMap<UObject*, FAuditTrail> AuditTrail;
void SetConversionDirection(bool bInConvertBackward) { bConvertBackward = bInConvertBackward; }
void FilterList(int32 SizeThreshold);
// Based on the filtered lists do the actual VT conversion
void DoConvert();
void AddReferencedObjects( FReferenceCollector& Collector ) override;
virtual FString GetReferencerName() const override
{
return TEXT("FVTConversionWorker");
}
private:
void FindAllTexturesAndMaterials_Iteration(TArray<UMaterial*>& InAffectedMaterials,
TArray<UMaterialFunctionInterface*>& InAffectedFunctions,
TArray<UTexture2D*>& InAffectedTextures,
TArray<UTexture2D*>& InInvalidTextures,
FScopedSlowTask& Task);
void FindAllTexturesAndMaterials(TArray<UMaterial *> &OutAffectedMaterials, TArray<UMaterialFunctionInterface *> &OutAffectedFunctions, TArray<UTexture2D *> &OutAffectedTextures);
};
void GetReferencersData(UObject *Object, UClass *MatchClass, TArray<FAssetData> &OutAssetDatas);