Adds landscape hack
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30
Source/lidarforest/Private/LFLandscapeGrassHack.cpp
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30
Source/lidarforest/Private/LFLandscapeGrassHack.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LFLandscapeGrassHack.h"
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// Sets default values
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ALFLandscapeGrassHack::ALFLandscapeGrassHack()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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Root = CreateDefaultSubobject<USceneComponent>("Root");
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RootComponent = Root;
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}
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// Called when the game starts or when spawned
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void ALFLandscapeGrassHack::BeginPlay()
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{
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Super::BeginPlay();
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UpdateGrass(Landscape);
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}
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void ALFLandscapeGrassHack::UpdateGrass(ALandscapeProxy* LandscapeToUpdate)
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{
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if(!IsValid(LandscapeToUpdate))
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{
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UE_LOG(LogTemp, Warning, TEXT("NO landscape has been assigned, cannot recreate grass"));
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return;
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}
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FOccluderVertexArray arr;
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LandscapeToUpdate->UpdateGrass(arr, true);
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}
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27
Source/lidarforest/Private/MyActor.cpp
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27
Source/lidarforest/Private/MyActor.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyActor.h"
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// Sets default values
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AMyActor::AMyActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AMyActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMyActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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31
Source/lidarforest/Public/LFLandscapeGrassHack.h
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31
Source/lidarforest/Public/LFLandscapeGrassHack.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 "LandscapeProxy.h"
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#include "GameFramework/Actor.h"
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#include "LFLandscapeGrassHack.generated.h"
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UCLASS()
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class LIDARFOREST_API ALFLandscapeGrassHack : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ALFLandscapeGrassHack();
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UPROPERTY()
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USceneComponent* Root;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ALandscapeProxy* Landscape;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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void UpdateGrass(ALandscapeProxy* LandscapeToUpdate);
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};
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26
Source/lidarforest/Public/MyActor.h
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26
Source/lidarforest/Public/MyActor.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 "GameFramework/Actor.h"
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#include "MyActor.generated.h"
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UCLASS()
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class LIDARFOREST_API AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMyActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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@@ -8,7 +8,8 @@ public class lidarforest : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ForestImporter"});
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore",
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"Landscape"});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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@@ -4,3 +4,4 @@
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, lidarforest, "lidarforest" );
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