Added comment and removed an empty line
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@ -29,6 +29,16 @@ namespace SSTags {
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// static const FString R_ROAD = TEXT("RoadNode");
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// static const FString R_ROAD = TEXT("RoadNode");
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// static const FString R_TERRAIN = TEXT("Terrain");
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// static const FString R_TERRAIN = TEXT("Terrain");
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// static const FString R_MARKING = TEXT("MarkingNode");
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// static const FString R_MARKING = TEXT("MarkingNode");
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// Updated RoadRunner Tags to handle multi-layers maps.
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//
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// RoadRunner's mesh naming convention seems to be the following:
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// mapName_meshType_meshSubtype_layerNumberNode
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//
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// Where meshType is a larger geographical tag (e.g. "Road", "Terrain") and
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// meshSubType is a denomination of the tag (e.g. "Road", "Gutter", "Ground")
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//
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// Meaning that "RoadNode" and "MarkingNode" won't match with the current names.
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static const FString R_ROAD = TEXT("Road_Road");
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static const FString R_ROAD = TEXT("Road_Road");
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static const FString R_TERRAIN = TEXT("Terrain");
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static const FString R_TERRAIN = TEXT("Terrain");
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static const FString R_MARKING = TEXT("Road_Marking");
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static const FString R_MARKING = TEXT("Road_Marking");
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@ -118,7 +128,6 @@ void UMoveAssetsCommandlet::MoveAssetsFromMapForSemanticSegmentation(
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AssetDataMap.Add(Paths, {});
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AssetDataMap.Add(Paths, {});
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}
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}
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for (const auto &MapAsset : MapContents)
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for (const auto &MapAsset : MapContents)
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{
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{
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// Get AssetName
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// Get AssetName
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