Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Private/MeshBuilderModule.cpp
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

54 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IMeshBuilderModule.h"
#include "Modules/ModuleManager.h"
#include "StaticMeshBuilder.h"
#include "Engine/StaticMesh.h"
#include "SkeletalMeshBuilder.h"
#include "Engine/SkeletalMesh.h"
class FMeshBuilderModule : public IMeshBuilderModule
{
public:
FMeshBuilderModule()
{
}
virtual void StartupModule() override
{
// Register any modular features here
}
virtual void ShutdownModule() override
{
// Unregister any modular features here
}
virtual bool BuildMesh(FStaticMeshRenderData& OutRenderData, UObject* Mesh, const FStaticMeshLODGroup& LODGroup) override;
virtual bool BuildSkeletalMesh(USkeletalMesh* SkeletalMesh, const int32 LODIndex, const bool bRegenDepLODs) override;
private:
};
IMPLEMENT_MODULE(FMeshBuilderModule, MeshBuilder );
bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const FStaticMeshLODGroup& LODGroup)
{
UStaticMesh* StaticMesh = Cast<UStaticMesh>(Mesh);
if (StaticMesh != nullptr)
{
//Call the static mesh builder
return FStaticMeshBuilder().Build(OutRenderData, StaticMesh, LODGroup);
}
return false;
}
bool FMeshBuilderModule::BuildSkeletalMesh(USkeletalMesh* SkeletalMesh, const int32 LODIndex, const bool bRegenDepLODs)
{
//Call the skeletal mesh builder
return FSkeletalMeshBuilder().Build(SkeletalMesh, LODIndex, bRegenDepLODs);
}