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