// Copyright 2020 Phyronnaz #include "VoxelSpawners/VoxelMeshSpawner.h" #include "VoxelSpawners/VoxelSpawnerGroup.h" #include "VoxelData/VoxelDataIncludes.h" #include "VoxelVector.h" #include "VoxelMessages.h" #include "VoxelWorldInterface.h" #include "VoxelUtilities/VoxelGeneratorUtilities.h" #include "Async/Async.h" #include "TimerManager.h" #include "Engine/StaticMesh.h" #if WITH_EDITOR bool UVoxelMeshSpawner::NeedsToRebuild(UObject* Object, const FPropertyChangedEvent& PropertyChangedEvent) { return Object == Mesh; } bool UVoxelMeshSpawnerGroup::NeedsToRebuild(UObject* Object, const FPropertyChangedEvent& PropertyChangedEvent) { return Meshes.Contains(Object); } #endif void UVoxelMeshSpawnerBase::Serialize(FArchive& Ar) { Super::Serialize(Ar); if (!IsTemplate()) { ActorSettings.BodyInstance.FixupData(this); InstancedMeshSettings.BodyInstance.FixupData(this); } }