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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MeshBuilder.h"
#define UE_API MESHBUILDER_API
DECLARE_LOG_CATEGORY_EXTERN(LogStaticMeshBuilder, Log, All);
class ITargetPlatform;
class UStaticMesh;
class FStaticMeshRenderData;
class FStaticMeshLODGroup;
struct FOverlappingCorners;
struct FMeshDescription;
struct FMeshBuildSettings;
class FStaticMeshBuilder : public FMeshBuilder
{
public:
UE_API FStaticMeshBuilder();
virtual ~FStaticMeshBuilder() {}
UE_API virtual bool Build(FStaticMeshRenderData& OutRenderData, const FStaticMeshBuildParameters& BuildParameters) override;
//No support for skeletal mesh build in this class
virtual bool Build(FSkeletalMeshRenderData& OutRenderData, const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) override
{
bool No_Support_For_SkeletalMesh_Build_In_FStaticMeshBuilder_Class = false;
check(No_Support_For_SkeletalMesh_Build_In_FStaticMeshBuilder_Class);
return false;
}
UE_API virtual bool BuildMeshVertexPositions(
UStaticMesh* StaticMesh,
TArray<uint32>& Indices,
TArray<FVector3f>& Vertices,
FStaticMeshSectionArray& Sections) override;
private:
UE_API void OnBuildRenderMeshStart(class UStaticMesh* StaticMesh, const bool bInvalidateLighting);
UE_API void OnBuildRenderMeshFinish(class UStaticMesh* StaticMesh, const bool bRebuildBoundsAndCollision);
/** Used to refresh all components in the scene that may be using a mesh we're editing */
TSharedPtr<class FStaticMeshComponentRecreateRenderStateContext> RecreateRenderStateContext;
};
namespace UE::Private::StaticMeshBuilder
{
MESHBUILDER_API void BuildVertexBuffer(
UStaticMesh* StaticMesh,
const FMeshDescription& MeshDescription,
const FMeshBuildSettings& BuildSettings,
TArray<int32>& OutWedgeMap,
FStaticMeshSectionArray& OutSections,
TArray<TArray<uint32>>& OutPerSectionIndices,
FMeshBuildVertexData& BuildVertexData,
const FOverlappingCorners& OverlappingCorners,
TArray<int32>& RemapVerts,
FBoxSphereBounds& MeshBounds,
bool bNeedTangents,
bool bNeedWedgeMap
);
MESHBUILDER_API void BuildCombinedSectionIndices(
const TArray<TArray<uint32>>& PerSectionIndices,
FStaticMeshSectionArray& SectionsOut,
TArray<uint32>& CombinedIndicesOut,
bool& bNeeds32BitIndicesOut);
}
#undef UE_API