No actor definition longer needed

This commit is contained in:
aollero 2023-03-14 16:23:51 +01:00 committed by bernat
parent 7704809f43
commit b620986c05
2 changed files with 2 additions and 28 deletions

View File

@ -65,22 +65,3 @@ struct FVehicleActorDefinition
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FColor> colors;
};
/// A definition of a Procedural Building Material with all the variation of colors.
USTRUCT(BlueprintType)
struct FProceduralBuildingActorDefinition
{
GENERATED_BODY()
/// A list of comma-separated tags.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Tags;
/// The base material
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMaterial* Material;
/// Colors represent the avaliable colors for each material
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FColor> Tints;
};

View File

@ -30,13 +30,6 @@ void AProceduralBuildingUtilities::CookProceduralBuildingToMesh(const FString& D
const IMeshMergeUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
MeshUtilities.MergeComponentsToStaticMesh(Components, World, MeshMergeSettings, nullptr, nullptr, DestinationPath, AssetsToSync, NewLocation, ScreenAreaSize, true);
for(UObject* ObjectToSave : AssetsToSync)
{
FAssetRegistryModule::AssetCreated(ObjectToSave);
UPackage* ObjectPackage = ObjectToSave->GetPackage();
ObjectPackage->MarkPackageDirty();
}
FEditorFileUtils::SaveDirtyPackages(false, false, true, false, true, false, nullptr);
TArray<UClass*> ClassesToSave = { UStaticMesh::StaticClass() };
FEditorFileUtils::SaveDirtyContentPackages(ClassesToSave, false, false, true, false);
}