Files
UnrealEngine/Engine/Source/Runtime/Landscape/Classes/ControlPointMeshComponent.h
2025-05-18 13:04:45 +08:00

42 lines
1.1 KiB
C++

// 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
};