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@ -239,8 +239,9 @@ void UMapGenFunctionLibrary::CleanupGEngine(){
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#endif
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}
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void UMapGenFunctionLibrary::ChangeStaticMeshesInTheLevelForInstancedStaticMeshes(UWorld* World, TArray<UStaticMesh*> Filter, int MinNumOfInstancesToBeChanged)
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TArray<AInstancedStaticMeshActor*> UMapGenFunctionLibrary::ChangeStaticMeshesInTheLevelForInstancedStaticMeshes(UWorld* World, TArray<UStaticMesh*> Filter, int MinNumOfInstancesToBeChanged)
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{
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TArray<AInstancedStaticMeshActor*> Result;
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TArray<AActor*> FoundActors;
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UGameplayStatics::GetAllActorsOfClass(World, AStaticMeshActor::StaticClass(), FoundActors);
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TMap<UStaticMesh*, TArray<AStaticMeshActor*>> ActorsToCheckIfReplacedMap;
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@ -272,9 +273,13 @@ void UMapGenFunctionLibrary::ChangeStaticMeshesInTheLevelForInstancedStaticMeshe
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{
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InstancedStaticMeshActor->GetInstancedStaticMeshComponent()->SetStaticMesh(CurrentPair.Key);
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InstancedStaticMeshActor->GetInstancedStaticMeshComponent()->AddInstances(TransformsToBeInstanced, false, true);
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InstancedStaticMeshActor->Rename(*(CurrentPair.Key->GetName()));
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Result.Add(InstancedStaticMeshActor);
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}
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}
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}
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return Result;
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}
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void UMapGenFunctionLibrary::RevertStaticMeshesInTheLevelForInstancedStaticMeshes(UWorld* World, TArray<UStaticMesh*> Filter)
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@ -55,7 +55,7 @@ public:
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// This function will count instances of each static mesh in the level, if there are > MinNumOfInstancesToBeChanged they will be changed by instanced static meshes
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// to reduce draw calls
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UFUNCTION(BlueprintCallable)
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static void ChangeStaticMeshesInTheLevelForInstancedStaticMeshes(UWorld* World, TArray<UStaticMesh*> Filter, int MinNumOfInstancesToBeChanged = 20);
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static TArray<class AInstancedStaticMeshActor*> ChangeStaticMeshesInTheLevelForInstancedStaticMeshes(UWorld* World, TArray<UStaticMesh*> Filter, int MinNumOfInstancesToBeChanged = 20);
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// This function will removed instanced static meshes in the level and place static mesh actors instead
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UFUNCTION(BlueprintCallable)
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