// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= StaticLightingTextureMapping.cpp: Static lighting texture mapping implementation. =============================================================================*/ #include "CoreMinimal.h" #include "StaticLighting.h" #include "StaticLightingSystem/StaticLightingPrivate.h" #include "LightMap.h" // Doxygen cannot not parse this definition since the declaration is in Engine, not UnrealEd #if !UE_BUILD_DOCS bool FStaticLightingTextureMapping::DebugThisMapping() const { // This only works for mappings that have a one to one relationship with the associated component. // Other mapping types need to override this function. const bool bDebug = GCurrentSelectedLightmapSample.Component && GCurrentSelectedLightmapSample.Component == Mesh->Component // Only allow debugging if the lightmap resolution hasn't changed && GCurrentSelectedLightmapSample.MappingSizeX == SizeX && GCurrentSelectedLightmapSample.MappingSizeY == SizeY; return bDebug; } #endif