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