No actor definition longer needed
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@ -65,22 +65,3 @@ struct FVehicleActorDefinition
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FColor> colors;
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};
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/// A definition of a Procedural Building Material with all the variation of colors.
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USTRUCT(BlueprintType)
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struct FProceduralBuildingActorDefinition
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{
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GENERATED_BODY()
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/// A list of comma-separated tags.
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString Tags;
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/// The base material
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UMaterial* Material;
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/// Colors represent the avaliable colors for each material
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FColor> Tints;
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};
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@ -30,13 +30,6 @@ void AProceduralBuildingUtilities::CookProceduralBuildingToMesh(const FString& D
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const IMeshMergeUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
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MeshUtilities.MergeComponentsToStaticMesh(Components, World, MeshMergeSettings, nullptr, nullptr, DestinationPath, AssetsToSync, NewLocation, ScreenAreaSize, true);
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for(UObject* ObjectToSave : AssetsToSync)
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{
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FAssetRegistryModule::AssetCreated(ObjectToSave);
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UPackage* ObjectPackage = ObjectToSave->GetPackage();
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ObjectPackage->MarkPackageDirty();
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}
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FEditorFileUtils::SaveDirtyPackages(false, false, true, false, true, false, nullptr);
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TArray<UClass*> ClassesToSave = { UStaticMesh::StaticClass() };
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FEditorFileUtils::SaveDirtyContentPackages(ClassesToSave, false, false, true, false);
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}
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