36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* Utility used for Foliage Edition
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*/
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#pragma once
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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class AActor;
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class UFoliageType;
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class ULevel;
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class UWorld;
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struct FFoliageMeshUIInfo;
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class FFoliageEditUtility
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{
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public:
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/** Save the foliage type object. If it isn't an asset, will prompt the user for a location to save the new asset. */
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static FOLIAGEEDIT_API UFoliageType* SaveFoliageTypeObject(UFoliageType* Settings, bool bPlaceholderAsset = false);
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/**
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* Copies the provided FoliageType to a new asset
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* @param InPackageName The name of the new asset
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* @param InFoliageType The FoliageType to copy
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* @return The new FoliageType
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*/
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static FOLIAGEEDIT_API UFoliageType* DuplicateFoliageTypeToNewPackage(const FString& InPackageName, UFoliageType* InFoliageType);
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static FOLIAGEEDIT_API void ReplaceFoliageTypeObject(UWorld* InWorld, UFoliageType* OldType, UFoliageType* NewType);
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static FOLIAGEEDIT_API void MoveActorFoliageInstancesToLevel(ULevel* InTargetLevel, AActor* InIFA = nullptr);
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}; |