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Cesium for Unreal 2.21.0
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Instances of this user data class are automatically attached to all materials that are used by Cesium for Unreal and that have a Layer Stack named "Cesium". More...
#include <CesiumMaterialUserData.h>
Public Member Functions | |
| virtual void | PostEditChangeOwner () override |
Public Attributes | |
| TArray< FString > | LayerNames |
Instances of this user data class are automatically attached to all materials that are used by Cesium for Unreal and that have a Layer Stack named "Cesium".
It provides a way for Cesium for Unreal to access the names of the individual layers in the stack at runtime (i.e. outside the Editor) so that they can be mapped to raster overlays.
It works by responding, in the Editor, to changes in the Material to which it's attached via the PostEditChangeOwner and updating its internal mirror of the layer names. At runtime, these layer names that were configured in the Editor can't be further changed, so the the mirrored list is still valid.
Definition at line 21 of file CesiumMaterialUserData.h.
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overridevirtual |
| TArray<FString> UCesiumMaterialUserData::LayerNames |
Definition at line 28 of file CesiumMaterialUserData.h.