Files
UnrealEngineUWP/Engine/Source/Runtime/Landscape/Classes/ControlPointMeshComponent.h
richard malo 7e6d98cf61 - Added new optional world partition builder UWorldPartitionLandscapeSplineMeshesBuilder to extract Landscape SplineMeshComponents and ControlPointMeshComponents and distributes them into ALandscapeSplineMeshesActors.
- When builder is used, ALandscape actor is marked with a flag. This flag is then used to automatically mark hidden in game (for PIE) and strip from cooked builds the source components.
- Added new ALandscapeSplineMeshesActor (partitioned actor) that serves as a container for extracted landscape spline meshes and control point meshes.
#rb sebatien.lussier, jeanfrancois.dube, patrick.enfedaque
#preflight 630d3157660db81edb7a197f

[CL 21698778 by richard malo in ue5-main branch]
2022-08-30 08:09:34 -04:00

38 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Components/StaticMeshComponent.h"
#include "ControlPointMeshComponent.generated.h"
UCLASS(MinimalAPI)
class UControlPointMeshComponent : public UStaticMeshComponent
{
GENERATED_UCLASS_BODY()
#if WITH_EDITORONLY_DATA
UPROPERTY(transient)
uint32 bSelected:1;
#endif
/**
* The max draw distance to use in the main pass when also rendering to a runtime virtual texture.
* This is only exposed to the user through the same setting on ULandscapeSplineControlPoint.
*/
UPROPERTY()
float VirtualTextureMainPassMaxDrawDistance = 0.f;
//Begin UPrimitiveComponent Interface
#if WITH_EDITOR
virtual bool ShouldRenderSelected() const override
{
return Super::ShouldRenderSelected() || bSelected;
}
virtual bool IsEditorOnly() const override;
#endif
virtual float GetVirtualTextureMainPassMaxDrawDistance() const override { return VirtualTextureMainPassMaxDrawDistance; }
//End UPrimitiveComponent Interface
};