EM_Task/UnrealEd/Private/StaticLightingSystem/StaticLightingTextureMapping.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
StaticLightingTextureMapping.cpp: Static lighting texture mapping implementation.
=============================================================================*/
#include "CoreMinimal.h"
#include "StaticLighting.h"
#include "StaticLightingSystem/StaticLightingPrivate.h"
#include "LightMap.h"
// Doxygen cannot not parse this definition since the declaration is in Engine, not UnrealEd
#if !UE_BUILD_DOCS
bool FStaticLightingTextureMapping::DebugThisMapping() const
{
// This only works for mappings that have a one to one relationship with the associated component.
// Other mapping types need to override this function.
const bool bDebug = GCurrentSelectedLightmapSample.Component && GCurrentSelectedLightmapSample.Component == Mesh->Component
// Only allow debugging if the lightmap resolution hasn't changed
&& GCurrentSelectedLightmapSample.MappingSizeX == SizeX && GCurrentSelectedLightmapSample.MappingSizeY == SizeY;
return bDebug;
}
#endif