// Copyright Epic Games, Inc. All Rights Reserved. #include "RenderMaterial_BP_NoTile.h" #include "Job/JobArgs.h" #include "Job/Job.h" void RenderMaterial_BP_TileArgs::AddTileArgs(TransformArgs& Args) { FTileInfo TileInfo; auto TileArg = ARG_TILEINFO(TileInfo, "TileInfo"); const_cast(Args.JobObj)->AddArg(TileArg); } AsyncPrepareResult RenderMaterial_BP_TileArgs::PrepareResources(const TransformArgs& Args) { AddTileArgs(const_cast(Args)); return cti::make_ready_continuable(0); } std::shared_ptr RenderMaterial_BP_TileArgs::DuplicateInstance(FString NewName) { if (NewName.IsEmpty()) NewName = Name; RenderMaterial_BP_TileArgsPtr MaterialBP = std::make_shared(NewName, Instance()); //We would want a new instance every time std::shared_ptr Result = std::static_pointer_cast(MaterialBP); return Result; }