Files
UnrealEngineUWP/Engine/Source/Runtime/MRMesh/Public/MeshReconstructorBase.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

51 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "MeshReconstructorBase.generated.h"
class IMRMesh;
class UMRMeshComponent;
struct FFrame;
USTRUCT(BlueprintType)
struct FMRMeshConfiguration
{
GENERATED_BODY()
bool bSendVertexColors = false;
};
UCLASS(meta=(Experimental))
class MRMESH_API UMeshReconstructorBase : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
virtual void StartReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
virtual void StopReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
virtual void PauseReconstruction();
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
virtual bool IsReconstructionStarted() const;
UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
virtual bool IsReconstructionPaused() const;
UFUNCTION()
virtual void ConnectMRMesh(UMRMeshComponent* Mesh);
UFUNCTION()
virtual void DisconnectMRMesh();
};