// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "WorldPartition/HLOD/HLODBuilder.h" #include "LandscapeHLODBuilder.generated.h" UCLASS(HideDropdown, MinimalAPI) class ULandscapeHLODBuilder : public UHLODBuilder { GENERATED_UCLASS_BODY() public: #if WITH_EDITOR LANDSCAPE_API virtual uint32 ComputeHLODHash(const UActorComponent* InSourceComponent) const override; /** * Components created with this method need to be properly outered & assigned to your target actor. */ LANDSCAPE_API virtual TArray Build(const FHLODBuildContext& InHLODBuildContext, const TArray& InSourceComponents) const override; #endif };