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15
Source/SMC_Build/MyBlueprintFunctionLibrary.cpp
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15
Source/SMC_Build/MyBlueprintFunctionLibrary.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyBlueprintFunctionLibrary.h"
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void UMyBlueprintFunctionLibrary::MarkRenderStateDirty(UStaticMeshComponent* Comp)
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{
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// Comp->MarkRenderStateDirty();
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Comp->GetScene()->UpdatePrimitiveDistanceFieldSceneData_GameThread(Comp);
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}
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void UMyBlueprintFunctionLibrary::MarkRenderDynamicDataDirty(UStaticMeshComponent* Comp)
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{
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Comp->MarkRenderDynamicDataDirty();
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}
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23
Source/SMC_Build/MyBlueprintFunctionLibrary.h
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Source/SMC_Build/MyBlueprintFunctionLibrary.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "MyBlueprintFunctionLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class SMC_BUILD_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable)
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static void MarkRenderStateDirty(UStaticMeshComponent* Comp);
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UFUNCTION(BlueprintCallable)
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static void MarkRenderDynamicDataDirty(UStaticMeshComponent* Comp);
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};
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15
Source/SMC_Build/SMCGameInstance.cpp
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Source/SMC_Build/SMCGameInstance.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SMCGameInstance.h"
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// #include "IMeshReductionManagerModule.h"
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// #include "MeshUtilities.h"
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void USMCGameInstance::Shutdown()
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{
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}
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void USMCGameInstance::OnStart()
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{
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}
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Source/SMC_Build/SMCGameInstance.h
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Source/SMC_Build/SMCGameInstance.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "SMCGameInstance.generated.h"
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/**
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*
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*/
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UCLASS()
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class SMC_BUILD_API USMCGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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virtual void Shutdown() override;
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protected:
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virtual void OnStart() override;
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};
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27
Source/SMC_Build/SMC_Build.Build.cs
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Source/SMC_Build/SMC_Build.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class SMC_Build : ModuleRules
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{
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public SMC_Build(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core", "CoreUObject", "Engine", "InputCore",
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"DynamicMesh",
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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Source/SMC_Build/SMC_Build.cpp
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Source/SMC_Build/SMC_Build.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SMC_Build.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, SMC_Build, "SMC_Build" );
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6
Source/SMC_Build/SMC_Build.h
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Source/SMC_Build/SMC_Build.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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