bmh/FlightSimulation/Plugins/CesiumForUnreal_5.4/Source/CesiumRuntime/Private/CesiumMaterialUserData.h
2025-02-07 22:52:32 +08:00

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// Copyright 2020-2024 CesiumGS, Inc. and Contributors
#pragma once
#include "Engine/AssetUserData.h"
#include "CesiumMaterialUserData.generated.h"
/**
* Instances of this user data class are automatically attached to all materials
* that are used by Cesium for Unreal and that have a Layer Stack named
* "Cesium". It provides a way for Cesium for Unreal to access the names of the
* individual layers in the stack at runtime (i.e. outside the Editor) so that
* they can be mapped to raster overlays.
*
* It works by responding, in the Editor, to changes in the Material to which
* it's attached via the `PostEditChangeOwner` and updating its internal mirror
* of the layer names. At runtime, these layer names that were configured in the
* Editor can't be further changed, so the the mirrored list is still valid.
*/
UCLASS()
class UCesiumMaterialUserData : public UAssetUserData {
GENERATED_BODY()
public:
virtual void PostEditChangeOwner() override;
UPROPERTY()
TArray<FString> LayerNames;
};