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