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- 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]
38 lines
1.0 KiB
C++
38 lines
1.0 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/ObjectMacros.h"
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#include "Components/StaticMeshComponent.h"
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#include "ControlPointMeshComponent.generated.h"
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UCLASS(MinimalAPI)
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class UControlPointMeshComponent : public UStaticMeshComponent
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{
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GENERATED_UCLASS_BODY()
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#if WITH_EDITORONLY_DATA
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UPROPERTY(transient)
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uint32 bSelected:1;
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#endif
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/**
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* The max draw distance to use in the main pass when also rendering to a runtime virtual texture.
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* This is only exposed to the user through the same setting on ULandscapeSplineControlPoint.
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*/
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UPROPERTY()
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float VirtualTextureMainPassMaxDrawDistance = 0.f;
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//Begin UPrimitiveComponent Interface
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#if WITH_EDITOR
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virtual bool ShouldRenderSelected() const override
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{
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return Super::ShouldRenderSelected() || bSelected;
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}
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virtual bool IsEditorOnly() const override;
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#endif
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virtual float GetVirtualTextureMainPassMaxDrawDistance() const override { return VirtualTextureMainPassMaxDrawDistance; }
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//End UPrimitiveComponent Interface
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};
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