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This fixes an issue where geometry collection using custom renderer do not work with bRequireFullVisibilityToRender #rb jeremy.moore [CL 27383072 by cedric caillaud in ue5-main branch]
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Subsystems/WorldSubsystem.h"
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#include "GeometryCollectionISMPoolSubSystem.generated.h"
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class AGeometryCollectionISMPoolActor;
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class ULevel;
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/**
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* A subsystem managing ISMPool actors.
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* Used by geometry collection now but repurposed for more general use.
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*/
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UCLASS(MinimalAPI)
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class UGeometryCollectionISMPoolSubSystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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GEOMETRYCOLLECTIONENGINE_API UGeometryCollectionISMPoolSubSystem();
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// USubsystem BEGIN
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GEOMETRYCOLLECTIONENGINE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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GEOMETRYCOLLECTIONENGINE_API virtual void Deinitialize() override;
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// USubsystem END
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/** Finds or creates an actor. */
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GEOMETRYCOLLECTIONENGINE_API AGeometryCollectionISMPoolActor* FindISMPoolActor(ULevel* Level);
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/** Get all actors managed by the subsystem. */
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GEOMETRYCOLLECTIONENGINE_API void GetISMPoolActors(TArray<AGeometryCollectionISMPoolActor*>& OutActors) const;
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protected:
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UFUNCTION()
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void OnActorEndPlay(AActor* InSource, EEndPlayReason::Type Reason);
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/** ISMPool are per level **/
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TMap<TObjectPtr<ULevel>, TObjectPtr<AGeometryCollectionISMPoolActor> > PerLevelISMPoolActors;
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};
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