Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Private/LandscapeProxy.cpp
henrik karlsson 80a0aeccfe [Engine]
Removal of includes to reduce transitive includes in high traffic headers to reduce compile times
Highlights
* Skeleton and BonePose not leaked out of commonly used animation headers
* AudioComponent leaking out less
* Brush not leaking Level.h (Brush is included indirectly a lot)
* VertexStreamComponent moved to its own file so Components.h can include that instead of VertexFactory (which would leak out all of RHI and others)

#preflight 6365dd15c53af2f47f8d8c40
#rb none

[CL 23003402 by henrik karlsson in ue5-main branch]
2022-11-05 20:36:27 -04:00

33 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LandscapeProxy.h"
#include "LandscapeInfo.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInterface.h"
#include "Materials/MaterialExpressionLandscapeVisibilityMask.h"
#include "Materials/MaterialExpressionLandscapeLayerWeight.h"
#include "Materials/MaterialExpressionLandscapeLayerSample.h"
#include "Materials/MaterialExpressionLandscapeLayerBlend.h"
#include "Materials/MaterialExpressionLandscapeLayerSwitch.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LandscapeProxy)
#if WITH_EDITOR
// ----------------------------------------------------------------------------------
LANDSCAPE_API FLandscapeImportLayerInfo::FLandscapeImportLayerInfo(const FLandscapeInfoLayerSettings& InLayerSettings)
: LayerName(InLayerSettings.GetLayerName())
, LayerInfo(InLayerSettings.LayerInfoObj)
, SourceFilePath(InLayerSettings.GetEditorSettings().ReimportLayerFilePath)
{
}
#endif // WITH_EDITOR
void ALandscapeProxy::SetPerLODOverrideMaterials(const TArray<FLandscapePerLODMaterialOverride>& InValue)
{
PerLODOverrideMaterials = InValue;
}