42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "MuCO/CustomizableObjectInstanceDescriptor.h"
|
|
|
|
#define UE_API CUSTOMIZABLEOBJECT_API
|
|
|
|
|
|
/** Hash of the Descriptor.
|
|
* Can change and is not backwards compatible. Do not serialize. */
|
|
class FDescriptorHash
|
|
{
|
|
public:
|
|
FDescriptorHash() = default;
|
|
|
|
UE_API explicit FDescriptorHash(const FCustomizableObjectInstanceDescriptor& Descriptor);
|
|
|
|
/** Return true if this Hash is a subset of the other Hash (i.e., this Descriptor is a subset of the other Descriptor). */
|
|
UE_API bool IsSubset(const FDescriptorHash& Other) const;
|
|
|
|
UE_API FString ToString() const;
|
|
|
|
private:
|
|
uint32 Hash = 0;
|
|
|
|
public:
|
|
|
|
bool bStreamingEnabled = false;
|
|
|
|
// MinLOD based on user input and quality settings. First LOD to generate.
|
|
TMap<FName, uint8> MinLODs;
|
|
|
|
// MinLOD based on quality settings. Used to trigger updates after changing the active quality level.
|
|
TMap<FName, uint8> QualitySettingMinLODs;
|
|
|
|
// Array of bitmasks that indicate which LODs of each component have been requested
|
|
TMap<FName, uint8> FirstRequestedLOD;
|
|
};
|
|
|
|
#undef UE_API
|