// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Components/StaticMeshComponent.h" #include "ControlPointMeshComponent.generated.h" UCLASS(MinimalAPI) class UControlPointMeshComponent : public UStaticMeshComponent { GENERATED_UCLASS_BODY() #if WITH_EDITORONLY_DATA UPROPERTY(transient) uint32 bSelected:1; #endif /** * The max draw distance to use in the main pass when also rendering to a runtime virtual texture. * This is only exposed to the user through the same setting on ULandscapeSplineControlPoint. */ UPROPERTY() float VirtualTextureMainPassMaxDrawDistance = 0.f; //Begin UPrimitiveComponent Interface #if WITH_EDITOR virtual bool ShouldRenderSelected() const override { return Super::ShouldRenderSelected() || bSelected; } virtual bool IsEditorOnly() const override; #endif virtual float GetVirtualTextureMainPassMaxDrawDistance() const override { return VirtualTextureMainPassMaxDrawDistance; } //End UPrimitiveComponent Interface #if WITH_EDITOR LANDSCAPE_API bool IsRelevantForSplinePartitioning() const; #endif };