// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Nodes/InterchangeBaseNode.h" #include "InterchangeMeshLODContainerNode.generated.h" #define UE_API INTERCHANGENODES_API UCLASS(MinimalAPI, BlueprintType) class UInterchangeMeshLODContainerNode : public UInterchangeBaseNode { GENERATED_BODY() public: UE_API UInterchangeMeshLODContainerNode(); UE_API virtual FString GetTypeName() const override; UFUNCTION(BlueprintCallable, Category = "Interchange | Scene | Component | LODContainer") UE_API bool AddMeshLODNodeUid(const FString& MeshLODNodeUid); UFUNCTION(BlueprintCallable, Category = "Interchange | Scene | Component | LODContainer") UE_API void GetMeshLODNodeUids(TArray& OutMeshLODNodeUid) const; UFUNCTION(BlueprintCallable, Category = "Interchange | Scene | Component | LODContainer") UE_API bool RemoveMeshLODNodeUid(const FString& MeshLODNodeUid); UFUNCTION(BlueprintCallable, Category = "Interchange | Scene | Component | LODContainer") UE_API bool ResetMeshLODNodeUids(); private: UE::Interchange::TArrayAttributeHelper LODMeshUids; }; #undef UE_API