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// Copyright 2022 Chris Ringenberg https://www.ringenberg.dev/
#include "WebsocketFunctionLibrary.h"
#include "IWebSocket.h"
#include "Websocket.h"
#include "WebSocketsModule.h"
UWebSocket* UWebSocketFunctionLibrary::CreateWebSocket(FString ServerUrl, FString ServerProtocol)
{
return CreateWebSocketWithHeaders(ServerUrl, {}, ServerProtocol);
}
UWebSocket* UWebSocketFunctionLibrary::CreateWebSocketWithHeaders(FString ServerUrl, TMap<FString, FString> UpgradeHeaders, FString ServerProtocol /* = TEXT("ws") */)
{
const TSharedPtr<IWebSocket> ActualSocket = FModuleManager::LoadModuleChecked<FWebSocketsModule>(TEXT("WebSockets")).CreateWebSocket(ServerUrl, ServerProtocol, UpgradeHeaders);
UWebSocket* const WrapperSocket = NewObject<UWebSocket>();
WrapperSocket->InitWebSocket(ActualSocket);
return WrapperSocket;
}
// Copyright 2022 Chris Ringenberg https://www.ringenberg.dev/
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FEasyWebsocketsModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
// Copyright 2022 Chris Ringenberg https://www.ringenberg.dev/
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "Websocket.generated.h"
class IWebSocket;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWebSocketConnected);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnWebSocketConnectionError, const FString&, Error);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnWebSocketClosed, int32, StatusCode, const FString&, Reason, bool, bWasClean);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnWebSocketMessageReceived, const FString&, Message);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnWebSocketMessageSent, const FString&, Message);
UCLASS(MinimalAPI, BlueprintType)
class UWebSocket final : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FOnWebSocketConnected OnWebSocketConnected;
UPROPERTY(BlueprintAssignable)
FOnWebSocketConnectionError OnWebSocketConnectionError;
UPROPERTY(BlueprintAssignable)
FOnWebSocketClosed OnWebSocketClosed;
UPROPERTY(BlueprintAssignable)
FOnWebSocketMessageReceived OnWebSocketMessageReceived;
UPROPERTY(BlueprintAssignable)
FOnWebSocketMessageSent OnWebSocketMessageSent;
void InitWebSocket(TSharedPtr<IWebSocket> InWebSocket);
UFUNCTION(BlueprintCallable, Category = "Easy WebSockets")
void Connect();
UFUNCTION(BlueprintCallable, Category = "Easy WebSockets")
void Close(int32 StatusCode = 1000, const FString& Reason = TEXT(""));
UFUNCTION(BlueprintPure, Category = "Easy WebSockets")
bool IsConnected() const;
UFUNCTION(BlueprintCallable, Category = "Easy WebSockets")
void SendMessage(const FString& Message);
private:
UFUNCTION()
void OnWebSocketConnected_Internal();
UFUNCTION()
void OnWebSocketConnectionError_Internal(const FString& Error);
UFUNCTION()
void OnWebSocketClosed_Internal(int32 StatusCode, const FString& Reason, bool bWasClean);
UFUNCTION()
void OnWebSocketMessageReceived_Internal(const FString& Message);
UFUNCTION()
void OnWebSocketMessageSent_Internal(const FString& Message);
TSharedPtr<IWebSocket> InternalWebSocket;
};
\ No newline at end of file
// Copyright 2022 Chris Ringenberg https://www.ringenberg.dev/
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "WebsocketFunctionLibrary.generated.h"
class UWebSocket;
UCLASS(MinimalAPI)
class UWebSocketFunctionLibrary final : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Easy WebSockets")
static UWebSocket* CreateWebSocket(FString ServerUrl, FString ServerProtocol = TEXT("ws"));
UFUNCTION(BlueprintCallable, Category = "Easy WebSockets")
static UWebSocket* CreateWebSocketWithHeaders(FString ServerUrl, TMap<FString, FString> UpgradeHeaders, FString ServerProtocol = TEXT("ws"));
};
\ No newline at end of file
# Change Log
### v2.0.0 - 2023-11-01
This release no longer supports Unreal Engine v5.0. Unreal Engine v5.1, v5.2, or v5.3 is required.
##### Breaking Changes :mega:
- Removed `FCesiumIntegerColor`, `FCesiumFloatColor`, `UCesiumFeatureTexturePropertyBlueprintLibrary::GetIntegerColorFromTextureCoordinates` and `UCesiumFeatureTexturePropertyBlueprintLibrary::GetFloatColorFromTextureCoordinates`. Check out the [upgrade guide](Documentation/upgrade-to-2.0-guide.md) for how retrieve metadata from property textures with the new API.
- Renamed `GetTextureCoordinateIndex` to `GetUnrealUVChannel` in both `UCesiumFeatureIdTextureBlueprintLibrary` and `UCesiumPropertyTexturePropertyBlueprintLibrary`. Contrary to what the documentation claimed, this function retrieved the index of the texture coordinate set in the *Unreal static mesh*, which is not necessarily equal to the texture coordinate set index in the *glTF primitive*. For the latter value, use `GetGltfTextureCoordinateSetIndex` instead.
- Removed the old "exclusion zones" feature, which has been deprecated since v1.11.0. Use `CesiumCartographicPolygon` or `CesiumTileExcluder` instead.
##### Additions :tada:
- Added new functions to `UCesiumPropertyTexturePropertyBlueprintLibrary` to retrieve detailed property information and get the values of the property as a certain type. Check out the [upgrade guide](Documentation/upgrade-to-2.0-guide.md) for how retrieve metadata from property textures with the new API.
- Added `UCesiumMetadataPickingBlueprintLibrary::FindUVFromHit`, which computes the UV coordinates from a line trace hit without requiring "Support UV Hit Info" to be enabled. This can used to retrieve more accurate feature IDs or metadata values by sampling at an intermediary point on the face.
- Added `GetPropertyTableValuesFromHit` and `GetPropertyTextureValuesFromHit` to `UCesiumMetadataPickingBlueprintLibrary` to retrieve the respective metadata from a line trace hit. For both functions, the target to sample is specified by index.
- Added `UCesiumFeatureIdSetBlueprintLibrary::GetFeatureIDFromHit` to retrieve the feature ID from a line trace hit on a primitive containing the feature ID set. This returns more accurate values for feature ID textures than `GetFeatureIDForVertex`.
- Added `UCesiumPrimitiveFeaturesBlueprintLibrary::GetFeatureIDFromHit` to retrieve the feature ID from a line trace hit on a primitive, where the desired feature ID set is specified by index. For feature ID textures, this returns more accurate values than `GetFeatureIDFromFace`.
- Added `UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV`, which samples a feature ID texture with `FVector2D` UV coordinates.
- Added `GetGltfTextureCoordinateSetIndex` to `UCesiumFeatureIdTextureBlueprintLibrary` and `UCesiumPropertyTexturePropertyBlueprintLibrary` to avoid ambiguity with `GetUnrealUVChannel`.
- Added `UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings` to convert a map of `FCesiumMetadataValues` to their string representations.
- Added support for `file:///` URLs across all platforms and Unreal Engine versions.
- Added "Create Sub Level Here" button on `CesiumGeoreference`.
- Added "Please Georeference Origin Here" button to `CesiumSubLevelComponent`.
- Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
##### Fixes :wrench:
- Fixed a bug that could cause tiles in a `Cesium3DTileset` to have an incorrect transformation.
- Fixed a crash that occurred when a `LevelSequenceActor` in the level did not have a `LevelSequencePlayer` assigned.
- Fixed a bug that would spam Georeference-related messages to the log when editing a globe anchor component that is not embedded in a world. For example, when editing a Blueprint asset with a globe anchor.
- Fixed several problems that could cause tilesets in sub-levels to be misaligned with the rest of the globe.
##### Deprecated :hourglass:
- `UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForTextureCoordinates` has been deprecated. Use `UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV` instead.
- `UCesiumPropertyTexturePropertyBlueprintLibrary::GetSwizzle` and `UCesiumPropertyTexturePropertyBlueprintLibrary::GetComponentCount` have been deprecated, since they are no longer necessary to handle property texture property values in the plugin. Use `UCesiumPropertyTexturePropertyBlueprintLibrary::GetChannels` instead.
- `UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFace` has been deprecated. Use `UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit` instead.
- `UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFaceAsStrings` has been deprecated. Use `UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings` to convert the output of `UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit` instead.
- `UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureAsStrings` has been deprecated. Use `UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings` to convert the output of `UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeature` instead.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.28.1 to v0.29.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.31.2 - 2023-10-26
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
##### Additions :tada:
- Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
### v2.0.0 Preview 1 - 2023-10-02
##### Breaking Changes :mega:
- Feature IDs and metadata are now parsed through the `EXT_mesh_features` and `EXT_structural_metadata` extensions respectively. Models with `EXT_feature_metadata` will still be parsed, but their metadata will no longer be accessible. See the [upgrade guide](Documentation/upgrade-to-2.0-guide.md) for the full changelog and for tips on upgrading to the new API.
- Removed `CesiumMetadataFeatureTable`, `UCesiumMetadataFeatureTableBlueprintLibrary`, `UCesiumMetadataPrimitiveBlueprintLibrary::GetFeatureTables`, and `UCesiumMetadataUtilityBlueprintLibrary::GetFeatureIDForFace`. These have been deprecated since Unreal Engine 4.26.
- The old sub-level system, based on Unreal's old (and now deprecated) World Composition system, has been removed. Instead, create Level Instance Actors and attach the "Cesium Sub Level Component" to them to achieve similar functionality. Old levels will automatically be converted to the new system when they are loaded in the Editor.
- `CesiumSunSky` now uses a default `TransmittanceMinLightElevationAngle` value on its `SkyAtmosphere` component of 90.0 degrees instead of -90.0 degrees. This will generally improve lighting when far from the CesiumGeoreference origin, but it is a breaking change because it may change the lighting conditions in existing levels, particularly at sunrise and sunset.
- The `Mobility` property on `ACesium3DTileset` is now obsolete. Instead, use the normal mechanism of setting the root component's mobility.
- Removed many methods from the C++ interface of `ACesiumGeoreference` and `UCesiumGlobeAnchorComponent` that used `glm` vector types. Use the versions that work with Unreal types instead.
- The `ComputeEastSouthUpToUnreal` function on `ACesiumGeoreference` has been renamed to `ComputeEastSouthUpToUnrealTransformation` and now returns a matrix that includes the translation component of the transformation. Previously it only included the rotation component.
- Numerous properties on `CesiumGlobeAnchorComponent` must now be accessed with get/set functions from C++, instead of direct field access.
- Renamed the following on `CesiumGlobeAnchorComponent`:
- `GetECEF` renamed to `GetEarthCenteredEarthFixedPosition`
- `MoveToECEF` renamed to `MoveToEarthCenteredEarthFixedPosition`
- Deprecated the `InvalidateResolvedGeoreference` function on `CesiumGlobeAnchorComponent`.
- The `SubLevelCamera` property on `CesiumGeoreference` has been deprecated, and the georeference no longer automatically handles sub-level transitions. Instead, you must add a `CesiumOriginShiftComponent` to the `Actor` to trigger sub-level loading. When loading old levels that contain sub-levels, the plugin will automatically attempt to add this component.
- Removed the old `FloatingPawn` that has been deprecated since v1.3.0.
- Deprecated the flight functionality in `GlobeAwareDefaultPawn`. This functionality is now found in `CesiumFlyToComponent` and can be used with any Pawn or Actor. Existing Blueprints should continue to work, but C++ code will likely require changes.
- Renamed the various Curve assets used with flights to have more descriptive names and moved them to the `Curves/FlyTo` folder. Redirectors should upgrade references to the old names.
- `Curve_AltitudeProfile_Float` was renamed to `Curve_CesiumFlyToDefaultHeightPercentage_Float`
- `Curve_MaxAltitude_Float` was renamed to `Curve_CesiumFlyToDefaultMaximumHeightByDistance_Float`
- `Curve_Progress_Float` was renamed to `Curve_CesiumFlyToDefaultProgress_Float`
##### Additions :tada:
- The "Place Georeference Origin Here" action on CesiumGeoreference is now undoable.
- Cesium Actors now have the "Is Spatially Loaded" flag disabled by default. When using World Partition, this is essential for some, such as `CesiumGeoreference`.
- The `CesiumCameraManager` instance to use with a `Cesium3DTileset` can now be specified with a property on the tileset. In addition to offering more flexibility, this avoids the work of finding the camera manager in the level every frame.
- Cesium Actors created with the Quick Add or Cesium ion panels are now created inside the active sub-level, if there is one.
- Cesium objects in sub-levels can now explicitly reference `ACesiumGeoreference`, `ACesiumCreditSystem`, and `ACesiumCameraManager` instances in the Persistent Level.
- Added support for excluding Cesium Tiles from a tileset using the new `CesiumTileExcluder` actor component. This component can be used to implement custom logic for determining whether a tile should be excluded, either in C++ or Blueprints.
- `ACesiumGeoreference` can now act as a parent Actor. By adjusting the georeference's transformation, the entire globe can be located, rotated, and scaled within the Unreal Engine world.
- Added `AtmosphereHeight`, `AerialPerspectiveViewDistanceScale`, `RayleighExponentialDistribution`, and `MieExponentialDistribution` properties to `ACesiumSunSky`. These have the same function as the properties of the same name on Unreal's built-in SkyAtmosphere component, except that they automatically respond to the scale of the globe.
- Added `UCesiumWgs84Ellipsoid` Blueprint function library class.
- Longitude / Latitude / Height properties on CesiumGeoreference and CesiumGlobeAnchorComponent are now settable using degrees-minutes-seconds in addition to decimal degrees.
- Added the ability to interactively set the orientation of a `CesiumGlobeAnchorComponent` relative to an East-South-Up coordinate system.
- Added `ComputeEastSouthUpAtEarthCenteredEarthFixedPositionToUnrealTransformation` function to `CesiumGeoreference`.
- Added `CesiumOriginShiftComponent`. In addition to triggering transitions between sub-levels, this component optionally allows the Unreal world origin to be shifted as the Actor to which it is attached moves. The shifting may be done by either changing the `CesiumGeoreference` origin or by setting Unreal's `OriginLocation` property.
- Sub-level transitions can now be triggered manually from Blueprints using functions on the `CesiumSubLevelSwitcherComponent` attached to the `CesiumGeoreference`. Be sure to disable any `CesiumOriginShiftComponent` instances in your level if you want manual control of sub-level switching.
- Added `CesiumFlyToComponent` to allow animated flights of any Actor or Pawn.
- Globe aware objects now find their associated CesiumGeoreference by using `ACesiumGeoreference::GetDefaultDefaultGeoreferenceForActor`, which checks first for an attachment parent that is a CesiumGeoreference. This way a `Cesium3DTileset` or similar object will by associated with the CesiumGeoreference it is nested inside by default.
- The Quick Add panel now creates Actors nested inside a `CesiumGeoreference`.
- The `ResolvedGeoreference` is now shown in the Editor Details UI for georeferenced objects, next to the `Georeference` property.
##### Fixes :wrench:
- Fixed a bug in `ACesiumSunSky` that could cause an error when it was created inside a sub-level.
- `ACesiumGeoreference`, `ACesiumCameraManager`, and `ACesiumCreditSystem` are now created in the Persistent Level, even if the object that triggered their automatic creation (such as `ACesium3DTileset`) exists in a sub-level. It is very rarely useful to have instances of these objects within a sub-level.
- An instance of `ACesiumCreditSystem` in a sub-level will no longer cause overlapping and broken-looking credits. However, we still recommend deleting credit system instances from sub-levels.
- `ACesiumCartographicPolygon` now operates on the parts of the tileset that are shown in the Editor viewport, even if it is used with a Cesium3DTileset with a non-identity transformation.
- Fixed bug where older scenes that used Cesium UI created actors could have their `RF_Public` flag set. This could cause problems when converting an existing level to World Partition, or perhaps cause other subtle issues that we haven't realized yet.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.27.3 to v0.28.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.31.1 - 2023-10-02
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
##### Fixes :wrench:
- Fixed a bug that could crash the editor when selecting an individual tile in the viewport, then moving the camera to look at something else.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.27.2 to v0.27.3. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.31.0 - 2023-09-20
##### Additions :tada:
- Added support for Unreal Engine 5.3. There is current a known issue with `Cesium3DTileset` textures on iOS, so we recommend that you continue to use Unreal Engine 5.2 for the time being if you are deploying to iOS.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.27.1 to v0.27.2. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.30.1 - 2023-09-03
This release fixes an important bug by updating [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.27.0 to v0.27.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.30.0 - 2023-09-01
This release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.26.0 to v0.27.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.29.0 - 2023-08-01
##### Fixes :wrench:
- Fixed a bug introduced in v1.28.0 that prevented point clouds from rendering with attenuation.
- Fixed a bug where Google Photorealistic 3D Tiles would sometimes not render in Movie Render Queue.
- Fixed a bug that caused `UnrealLightmass` to crash when attempting to build lighting containing static meshes created by a `Cesium3DTileset`.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.25.1 to v0.26.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.28.0 - 2023-07-03
##### Breaking Changes :mega:
- Removed the `GetGeoreferencedToEllipsoidCenteredTransform` and `GetEllipsoidCenteredToGeoreferencedTransform` methods from `GeoTransforms`. Because these were transformations between two right-handed coordinate systems, they are not of much use with Unreal's left-handed coordinate system.
- Deprecated the `FlyToGranularityDegrees` property for `AGlobeAwareDefaultPawn`. Flight interpolation is now computed per-frame, so this property is no longer needed. Any code that refers to `FlyToGranularityDegrees` should be removed or changed to `FlyToGranularityDegrees_DEPRECATED` to still compile.
##### Additions :tada:
- Added the ability to set the CesiumGeoreference `Scale` via Blueprints.
- Added `ACesiumCameraManager::RemoveCamera`. It is available via both Blueprints and C++. This complements the existing `ACesiumCameraManager::AddCamera`.
##### Fixes :wrench:
- Added a workaround for an apparent bug in Unreal Engine 5.1 that prevented collisions from working with Cesium3DTilesets.
- Fixed a bug that could cause the `AGlobeAwareDefaultPawn` / `DynamicPawn` to suddenly move to a very high height for one render frame just as it arrives at its destination during a flight.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.25.0 to v0.25.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.27.1 - 2023-06-19
##### Fixes :wrench:
- Fixed a shader compilation error introduced in v1.27.0 that prevented projects from opening in Unreal Engine 5.1 and 5.2.
- Fixed a debug assertion `!IsGarbageCollecting()` that could occur within `ACesiumCreditSystem` when flying to different sublevels.
### v1.27.0 - 2023-06-1
##### Additions :tada:
- Added support for Unreal Engine 5.2.
- Added support for running Cesium for Unreal in the Unreal Editor in Linux under UE 5.2. Previous versions supported Linux only as a packaging target.
- Added point cloud shading options to `Cesium3DTileset`, which allow point cloud tilesets to be rendered with attenuation based on geometric error.
- `ACesium3DTileset` now emits a warning if the "Enable World Bounds Checks" option is enabled. That option can make the camera fly toward the origin unexpectedly.
- Added new settings to the Cesium section of the Project Settings, allowing users to control how many requests to handle before pruning and also how many elements to keep in the cache after pruning.
##### Fixes :wrench:
- Fixed a bug introduced in v1.26.0 that caused an error when attempting to save a sub-level containing Cesium objects.
- Removed degenerate triangles from the collision mesh created for 3D Tiles. This will avoid warnings and runtime pauses with some tilesets.
- Fixed a bug in `CesiumGlTFFunction` that caused the glTF and 3D Tiles "Ambient Occlusion" value to be 0.0 (instead of the expected 1.0) when the model does not specify an explicit occlusion texture. This could cause some extremely dark shadows.
- Fixed a bug that could cause a crash when using Cesium Actors with World Partitioning.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.24.0 to v0.25.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.26.0 - 2023-05-09
##### Additions :tada:
- Added a `Scale` property to `CesiumGeoreference`. This allows the entire globe to be scaled up or down within the Unreal world.
- Tileset and raster overlay credits are now shown in Editor viewports.
##### Fixes :wrench:
- Fixed a bug in `ACesiumCartographicPolygon` where the standard base class `BeginPlay` implementation was not called.
### v1.25.1 - 2023-05-02
##### Fixes :wrench:
- Fixed warnings about `bUseChaos` and `bCompilePhysX` being obsolete.
### v1.25.0 - 2023-05-01
Starting with this release, Cesium for Unreal requires Unreal Engine v5.0 or later.
##### Fixes :wrench:
- On-screen credits now only show on the screen, and not in the Data Attribution panel. Additionally, the Data Attribution panel no longer appears if there are no credits to display in it.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.23.0 to v0.24.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.24.0 - 2023-04-03
This will be the _last_ release that supports Unreal Engine v4.27. Future versions will require Unreal Engine v5.0+.
##### Additions :tada:
- The `FlyToAltitudeProfileCurve`, `FlyToProgressCurve`, `FlyToMaximumAltitudeCurve`, `FlyToDuration`, and `FlyToGranularityDegrees` properties of `GlobeAwareDefaultPawn` / `DynamicPawn` may now be read and written from Blueprints.
- Added an option on `Cesium3DTileset` to ignore the `KHR_materials_unlit` extension entirely and use normal lighting and shadows.
- Added `CreateNavCollision` property to `Cesium3DTileset`. When enabled, `CreateNavCollision` is called on the static meshes created for tiles.
##### Fixes :wrench:
- Fixed unexpected reflection on tilesets with `KHR_materials_unlit` extension when the sun is close to the horizon.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.22.0 to v0.23.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.23.0 - 2023-03-01
##### Additions :tada:
- Added support for rendering 3D Tiles point clouds (`pnts`).
##### Fixes :wrench:
- Fixed bug that caused a crash when changing the project default token with tilesets active in the level.
- Vertex buffers created for 3D Tiles are now set to use full-precision UV coordinates, avoiding problems in particular with feature IDs.
- Added some missing headers, to avoid compiler errors in non-unity builds.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.21.3 to v0.22.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.22.0 - 2023-02-01
##### Additions :tada:
- Added support for the `KHR_materials_unlit` glTF extension. This is rendered in Unreal Engine by disabling shadows and making all normals point up (along the ellipsoid surface normal).
##### Fixes :wrench:
- Fixed a bug that caused raster overlays and other material features to not work for materials created or saved in Unreal Engine 5.1.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.21.2 to v0.21.3. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.21.0 - 2023-01-02
##### Fixes :wrench:
- Fixed a bug where Cesium for Unreal depended on a number of Unreal modules _privately_, but then used them from public headers. These are now declared as public dependencies. This could lead to compile errors in previous versions when attempting to include Cesium for Unreal headers from outside the project without also explicitly declaring `UMG` and other modules as dependencies.
- Fixed a bug that caused newly-created sub-levels to have their longitude and latitude parameters flipped relative to the current location of the `CesiumGeoreference`.
### v1.20.1 - 2022-12-09
##### Additions :tada:
- Added the ability to specify the endpoint URL of the Cesium ion API on a `CesiumIonRasterOverlay`.
##### Fixes :wrench:
- Fixed a bug that could cause crashes, including on startup, on non-Windows platforms.
- Fixed a bug that could cause the plugin to fail to load on Android systems in UE 5.1.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.21.1 to v0.21.2. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.20.0 - 2022-12-02
##### Breaking Changes :mega:
- This is the _last release_ that will support Unreal Engine v4.26. Starting in the next release, in January 2023, UE 4.26 will no longer be supported. You may continue to use old versions of Cesium for Unreal in UE 4.26, but we recommend upgrading your UE version as soon as possible in order to continue receiving the latest updates.
##### Additions :tada:
- Added support for Unreal Engine v5.1.
##### Fixes :wrench:
- Fixed a bug that caused Cesium3DTilesets to fail to disconnect from CesiumGeoreference notifications. It could cause problems when changing to a different georeference instance.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.21.0 to v0.21.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.19.0 - 2022-11-01
##### Breaking Changes :mega:
- Removed some poorly named and unreliable functions on the `CesiumGeoreference`: `ComputeEastNorthUp`, `TransformRotatorEastNorthUpToUnreal`, and `TransformRotatorUnrealToEastNorthUp`. These functions have been replaced with reliable "EastSouthUp" counterparts.
##### Additions :tada:
- Added asynchronous texture creation where supported by the graphics API. This offloads a frequent render thread bottleneck to background loading threads.
- Improved synchronous texture creation by eliminating a main-thread memcpy, for cases where asynchronous texture creation is not supported.
- Added throttling of the main-thread part of loading for glTFs.
- Added throttling for tile cache unloads on the main thread.
- Added a prototype developer feature enabling Unreal Insights tracing into Cesium Native. This helps us investigate end-to-end performance in a deeper and more precise manner.
##### Fixes :wrench:
- Significantly reduced frame-rate dips during asynchronous tile loading by eliminating thread pool monopolization by Cesium tasks.
- Improved the tile destruction sequence by allowing it to defer being destroyed to future frames if it is waiting on asynchronous work to finish. Previously we would essentially block the main thread waiting for tiles to become ready for destruction.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.20.0 to v0.21.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.18.0 - 2022-10-03
##### Additions :tada:
- Improved the dithered transition between levels-of-detail, making it faster and eliminating depth fighting.
- Added an option to `Cesium3DTileset` to change the tileset's mobility, rather than always using Static mobility. This allows users to make a tileset movable at runtime, if needed.
- `ACesiumCreditSystem` now has a Blueprint-accessible property for the `CreditsWidget`. This is useful to, for example, move the credits to an in-game billboard rather than a 2D overlay.
##### Fixes :wrench:
- Fixed a bug where collision settings were only applied to the first primitive in a glTF.
- Fixed a bug where the Screen Credits Decorator prevented the Rich Text Block Image Decorator from working.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.19.0 to v0.20.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.17.0 - 2022-09-01
##### Additions :tada:
- The translucent parts of 3D Tiles are now correctly rendered as translucent. In addition, a new `TranslucentMaterial` property on `Cesium3DTileset` allows a custom material to be used to render these translucent portions.
- Added a `Rendering -> Use Lod Transitions` option on `Cesium3DTileset` to smoothly dither between levels-of-detail rather than switching abruptly.
- Added support for loading WebP images inside glTFs and raster overlays. WebP textures can be provided directly in a glTF texture or in the `EXT_texture_webp` extension.
##### Fixes :wrench:
- Fixed a bug that prevented fractional DPI scaling from being properly taken into account. Instead, it would scale by the next-smallest integer.
- Cesium for Unreal now only uses Editor viewports for tile selection if they are visible, real-time, and use a perspective projection. Previously, any viewport with a valid size was used, which could lead to tiles being loaded and rendered unnecessarily.
- Fixed a bug that caused tiles to disappear when the Editor viewport was in Orbit mode.
- Fixed a bug in the Globe Anchor Component that prevented changing/resetting the actor transform in the details panel.
- Reduced the size of physics meshes by only copying UV data if "Support UV from Hit Results" is enabled in the project settings.
- Fixed a bug - in Unreal Engine 5 only - where a LineTrace would occasionally fail to collide with tiles at certain levels-of-detail.
- Fixed a crash that could occur while running on a dedicated server, caused by attempting to add the credits widget to the viewport.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.18.1 to v0.19.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.16.2 - 2022-08-04
##### Fixes :wrench:
- Fixed a bug that caused a crash in Unreal Engine 4.26 when enabling the experimental tileset occlusion culling feature.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.18.0 to v0.18.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.16.1 - 2022-08-01
##### Fixes :wrench:
- Fixed a bug that could cause a crash when using thumbnail rendering, notably on the Project Settings panel in UE5.
- More fully disabled the occlusion culling system when the project-level feature flag is disabled.
### v1.16.0 - 2022-08-01
##### Breaking Changes :mega:
- Cesium for Unreal now automatically scales the selected 3D Tiles level-of-detail by the viewport client's `GetDPIScale`, meaning that devices with high-DPI displays will get less detail and higher performance than they did in previous versions. This can be disabled - and the previous behavior restored - by disabling the "Scale Level Of Detail By DPI" in Project Settings under Plugins -> Cesium, or by changing the "Apply Dpi Scaling" property on individual Tileset Actors.
##### Additions :tada:
- Added an experimental feature that uses Occlusion Culling to avoid refining tiles that are occluded by other content in the level. Currently this must be explicitly enabled from the Plugins -> Cesium section of Project Settings. We expect to enable it by default in a future release.
- Added options in `ACesium3DTileset` to control occlusion culling and turn it off if necessary.
- `UCesiumGltfPrimitiveComponent` now has static mobility, allowing it to take advantage of several rendering optimizations only available for static objects.
- Added an `OnTilesetLoaded` even that is invoked when the current tileset has finished loading. It is available from C++ and Blueprints.
- Added a `GetLoadProgress` method that returns the current load percentage of the tileset. It is available from C++ and Blueprints.
- Added Blueprint-accessible callback `OnFlightComplete` for when Dynamic Pawn completes flight.
- Added Blueprint-accessible callback `OnFlightInterrupt` for when Dynamic Pawn's flying is interrupted.
##### Fixes :wrench:
- When the Cesium ion access or login token is modified and stored in a config file that is under source code control, it will now be checked out before it is saved. Previously, token changes could be silently ignores with a source code control system that marks files read-only, such as Perforce.
- Fixed a bug that prevented credit images from appearing in UE5.
- Fixed a credit-related crash that occur when switching levels.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.17.0 to v0.18.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.15.0 - 2022-07-01
##### Additions :tada:
- Display credits using Rich Text Block instead of the Web Browser Widget.
##### Fixes :wrench:
- Swapped latitude and longitude parameters on georeferenced sublevels to match with the main georeference.
- Adjusted the presentation of sublevels in the Cesium Georeference details panel.
- We now explicitly free physics mesh UVs and face remap data, reducing memory usage in the Editor and reducing pressure on the garbage collector in-game.
- Fixed a bug that could cause a crash when reporting tileset or raster overlay load errors, particularly while switching levels.
- We now Log the correct asset source when loading a new tileset from either URL or Ion.
- Disabling physics meshes of a tileset now works in Unreal Engine 5.
### v1.14.0 - 2022-06-01
##### Breaking Changes :mega:
- Renamed `ExcludeTilesInside` to `ExcludeSelectedTiles` on the `CesiumPolygonRasterOverlay`. A core redirect was added to remap the property value in existing projects.
##### Additions :tada:
- Added the `InvertSelection` option on `CesiumPolygonRasterOverlay` to rasterize outside the selection instead of inside. When used in conjunction with the `ExcludeSelectedTiles` option, tiles completely outside the polygon selection will be culled, instead of the tiles inside.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.15.1 to v0.16.0, fixing an important bug. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.13.2 - 2022-05-13
##### Additions :tada:
- Added pre-built binaries for Unreal Engine 5 on macOS and iOS.
##### Fixes :wrench:
- Fixed a bug that could cause a crash after applying a non-UMaterialInstanceDynamic material to a tileset.
- Fixed a bug introduced in v1.13.0 that could lead to incorrect axis-aligned bounding boxes.
- Gave initial values to some fields in UStructs that did not have them, including two `UObject` pointers.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.15.1 to v0.15.2, fixing an important bug and updating some third-party libraries. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.13.1 - 2022-05-05
This release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.15.0 to v0.15.1, fixing an important bug. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.13.0 - 2022-05-02
##### Breaking Changes :mega:
- Deprecated parts of the old Blueprint API for feature ID attributes from `EXT_feature_metadata`.
##### Additions :tada:
- Improved the Blueprint API for feature ID attributes from `EXT_feature_metadata` (and upgraded batch tables).
- Added a Blueprint API to access feature ID textures and feature textures from the `EXT_feature_metadata` extension.
- Added the `UCesiumEncodedMetadataComponent` to enable styling with the metadata from the `EXT_feature_metadata` extension. This component provides a convenient way to query for existing metadata, dictate which metadata properties to encode for styling, and generate a starter material layer to access the wanted properties.
##### Fixes :wrench:
- glTF normal, occlusion, and metallic/roughness textures are no longer treated as sRGB.
- Improved the computation of axis-aligned bounding boxes for Unreal Engine, producing much smaller and more accurate bounding boxes in many cases.
- Metadata-related Blueprint functions will now return the default value if asked for an out-of-range feature or array element. Previously, they would assert or read undefined memory.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.14.0 to v0.15.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.12.1 - 2022-04-06
##### Fixes :wrench:
- Fixed compiler errors with the official release of Unreal Engine 5.
### v1.12.0 - 2022-04-01
##### Breaking Changes :mega:
- Removed the `KeepWorldOriginNearCamera`, `OriginRebaseInsideSublevels`, and `MaximumWorldOriginDistanceFromCamera` options from `CesiumGeoreference`. These options are not usually necessary with Unreal Engine 5's double-precision coordinates.
- Renamed the `WorldOriginCamera` property on `CesiumGeoreference` to `SubLevelCamera`, as this property is now only used for switching sub-levels. Core Redirects should automatically make this change in Blueprints.
- Removed `Inaccurate` from the name of a large number of Blueprint functions, now that Unreal Engine 5 supports double-precision in Blueprints. Core Redirects should automatically make this change in Blueprints.
##### Additions :tada:
- Cesium for Unreal automatically enables Unreal Engine 5's "Enable Large Worlds" setting, which is required for correct culling of Cesium tilesets.
- Raster overlays are now, by default, rendered using the default settings for the `World` texture group, which yields much higher quality on many platforms by enabling anisotrpic texture filtering. Shimmering of overlay textures in the distance should be drastically reduced.
- New options on `RasterOverlay` give the user control over the texture group, texture filtering, and mipmapping used for overlay textures.
- Improved the mapping between glTF textures and Unreal Engine texture options, which should improve texture quality in tilesets.
- Added `CesiumWebMapServiceRasterOverlay` to pull raster overlays from a WMS server.
- Added option to show `Cesium3DTileset` and `CesiumRasterOverlay` credits on screen, rather than in a separate popup.
##### Fixes :wrench:
- Fixed a leak of some of the memory used by tiles that were loaded but then ended up not being used because the camera had moved.
- Fixed a leak of glTF emissive textures.
- Fixed a bug introduced in v1.11.0 that used the Y-size of the right eye viewport for the left eye in tile selection for stereographic rendering.
- Fixed a bug where glTF primitives with no render data are added to the glTF render result.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.13.0 to v0.14.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.11.0 - 2022-03-01
##### Breaking Changes :mega:
- Exclusion Zones have been deprecated and will be removed in a future release. Please use the Cartographic Polygon Actor instead.
##### Additions :tada:
- Added experimental support for Unreal Engine 5 (preview 1).
- Added collision meshes for tilesets when using the Chaos physics engine.
- Integrated GPU pixel compression formats received from Cesium Native into Unreal's texture system.
- Added support for the `CESIUM_RTC` glTF extension.
- Added the ability to set tne Georeference origin from ECEF coordinates in Blueprints and C++.
- Exposed the Cesium ion endpoint URL as a property on tilesets and raster overlays.
##### Fixes :wrench:
- Fixed bug where certain pitch values in "Innaccurate Fly to Location Longitude Latitude Height" cause gimbal lock.
- Fixed a bug that caused a graphical glitch by using 16-bit indices when 32-bit indices are needed.
- Fixed a bug where tileset metadata from a feature table was not decoded correctly from UTF-8.
- Improved the shadows, making shadows fade in and out less noticable.
- The Cesium ion Token Troubleshooting panel will no longer appear in game worlds, including Play-In-Editor.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.12.0 to v0.13.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.10.1 - 2022-02-01
##### Fixes :wrench:
- Fixed a crash at startup on Android devices introduced in v1.10.0.
### v1.10.0 - 2022-02-01
##### Breaking Changes :mega:
- The following Blueprints and C++ functions on `CesiumSunSky` have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
- `EnableMobileRendering` to `UseMobileRendering`
- `AdjustAtmosphereRadius` to `UpdateAtmosphereRadius`
##### Additions :tada:
- Added Cesium Cartographic Polygon to the Cesium Quick Add panel.
- Improved the Cesium ion token management. Instead of automatically creating a Cesium ion token for each project, Cesium for Unreal now prompts you to select or create a token the first time one is needed.
- Added a Cesium ion Token Troubleshooting panel that appears when there is a problem connecting to Cesium ion tilesets and raster overlays.
- The new `FCesiumCamera` and `ACesiumCameraManager` can be used to register and update custom camera views into Cesium tilesets.
##### Fixes :wrench:
- Fixed a crash when editing the georeference detail panel while a sublevel is active.
- Improved the organization of `CesiumSunSky` parameters in the Details Panel.
- Improved the organization of `CesiumGlobeAnchorComponent` parameters in the Details Panel.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.11.0 to v0.12.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.9.0 - 2022-01-03
##### Fixes :wrench:
- Fixed a bug that could cause incorrect LOD and culling when viewing a camera in-editor and the camera's aspect ratio does not match the viewport window's aspect ratio.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.10.0 to v0.11.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.8.1 - 2021-12-02
In this release, the cesium-native binaries are built using Xcode 11.3 on macOS instead of Xcode 12. Other platforms are unchanged from v1.8.0.
### v1.8.0 - 2021-12-01
##### Additions :tada:
- `Cesium3DTileset` now has options for enabling custom depth and stencil buffer.
- Added `CesiumDebugColorizeTilesRasterOverlay` to visualize how a tileset is divided into tiles.
- Added `Log Selection Stats` debug option to the `Cesium3DTileset` Actor.
- Exposed raster overlay properties to Blueprints, so that overlays can be created and manipulated with Blueprints.
##### Fixes :wrench:
- Cesium for Unreal now does a much better job of releasing memory when the Unreal Engine garbage collector is not active, such as in the Editor.
- Fixed a bug that could cause an incorrect field-of-view angle to be used for tile selection in the Editor.
- Fixed a bug that caused `GlobeAwareDefaultPawn` (and its derived classes, notably `DynamicPawn`) to completely ignore short flights.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.9.0 to v0.10.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.7.0 - 2021-11-01
##### Breaking Changes :mega:
- Removed `CesiumGlobeAnchorParent`, which was deprecated in v1.3.0. The `CesiumGlobeAnchorParent` functionality can be recreated using an empty actor with a `CesiumGlobeAnchorComponent`.
- Removed the `FixTransformOnOriginRebase` property from `CesiumGeoreferenceComponent`, and the component now always acts as if it is enabled. This should now work correctly even for objects that are moved by physics or other Unreal Engine mechanisms.
- The `SnapToEastSouthUp` function on `CesiumGeoreference` no longer resets the Scale back to 1.0. It only modifies the rotation.
- The following `CesiumGeoreferenceComponent` Blueprints and C++ functions no longer take a `MaintainRelativeOrientation` parameter. Instead, this behavior is controlled by the `AdjustOrientationForGlobeWhenMoving` property.
- `MoveToLongitudeLatitudeHeight`
- `InaccurateMoveToLongitudeLatitudeHeight`
- `MoveToECEF`
- `InaccurateMoveToECEF`
- Renamed `CesiumGeoreferenceComponent` to `CesiumGlobeAnchorComponent`.
- `CesiumSunSky` has been converted from Blueprints to C++. Backward compatibility should be preserved in most cases, but some less common scenarios may break.
- `GlobeAwareDefaultPawn`, `DynamicPawn`, and `CesiumSunSky` no longer have a `Georeference` property. Instead, they have a `CesiumGlobeAnchor` component that has a `Georeference` property.
- The `Georeference` property on most Cesium types can now be null if it has not been set explicitly in the Editor. To get the effective Georeference, including one that has been discovered in the level, use the `ResolvedGeoreference` property or call the `ResolveGeoreference` function.
- Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
- The `CheckForNewSubLevels` and `JumpToCurrentLevel` functions in `CesiumGeoreference` have been removed. New sub-levels now automatically appear without an explicit check, and the current sub-level can be changed using the standard Unreal Engine Levels panel.
- Removed the `CurrentLevelIndex` property from `CesiumGeoreference`. The sub-level that is currently active in the Editor can be queried with the `GetCurrentLevel` function of the `World`.
- Removed the `SunSky` property from `CesiumGeoreference`. The `CesiumSunSky` now holds a reference to the `CesiumGeoreference`, rather than the other way around.
- The following Blueprints and C++ functions on `CesiumGeoreference` have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
- `TransformLongitudeLatitudeHeightToUe` to `TransformLongitudeLatitudeHeightToUnreal`
- `InaccurateTransformLongitudeLatitudeHeightToUe` to `InaccurateTransformLongitudeLatitudeHeightToUnreal`
- `TransformUeToLongitudeLatitudeHeight` to `TransformLongitudeLatitudeHeightToUnreal`
- `InaccurateTransformUeToLongitudeLatitudeHeight` to `InaccurateTransformUnrealToLongitudeLatitudeHeight`
- `TransformEcefToUe` to `TransformEcefToUnreal`
- `InaccurateTransformEcefToUe` to `InaccurateTransformEcefToUnreal`
- `TransformUeToEcef` to `TransformUnrealToEcef`
- `InaccurateTransformUeToEcef` to `InaccurateTransformUnrealToEcef`
- `TransformRotatorUeToEnu` to `TransformRotatorUnrealToEastNorthUp`
- `InaccurateTransformRotatorUeToEnu` to `InaccurateTransformRotatorUnrealToEastNorthUp`
- `TransformRotatorEnuToUe` to `TransformRotatorEastNorthUpToUnreal`
- `InaccurateTransformRotatorEnuToUe` to `InaccurateTransformRotatorEastNorthUpToUnreal`
- The following C++ functions on `CesiumGeoreference` have been removed:
- `GetGeoreferencedToEllipsoidCenteredTransform` and `GetEllipsoidCenteredToGeoreferencedTransform` moved to `GeoTransforms`, which is accessible via the `getGeoTransforms` function on `CesiumGeoreference`.
- `GetUnrealWorldToEllipsoidCenteredTransform` has been replaced with `TransformUnrealToEcef` except that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World's `OriginLocation` before calling the new function.
- `GetEllipsoidCenteredToUnrealWorldTransform` has been replaced with `TransformEcefToUnreal` except that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World's `OriginLocation` to the return value.
- `AddGeoreferencedObject` should be replaced with a subscription to the new `OnGeoreferenceUpdated` event.
##### Additions :tada:
- Improved the workflow for managing georeferenced sub-levels.
- `CesiumSunSky` now automatically adjusts the atmosphere size based on the player Pawn's position to avoid tiled artifacts in the atmosphere when viewing the globe from far away.
- `GlobeAwareDefaultPawn` and derived classes like `DynamicPawn` now have a `CesiumGlobeAnchorComponent` attached to them. This allows more consistent movement on the globe, and allows the pawn's Longitude/Latitude/Height or ECEF coordinates to be specified directly in the Editor.
- `CesiumSunSky` now has an `EnableMobileRendering` flag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.
- `CesiumCartographicPolygon`'s `GlobeAnchor` and `Polygon` are now exposed in the Editor and to Blueprints.
- Added `InaccurateGetLongitudeLatitudeHeight` and `InaccurateGetECEF` functions to `CesiumGlobeAnchorComponent`, allowing access to the current position of a globe-anchored Actor from Blueprints.
- Added support for collision object types on 'ACesium3DTileset' actors.
##### Fixes :wrench:
- Cesium objects in a sub-level will now successfully find and use the `CesiumGeoreference` and `CesiumCreditSystem` object in the Persistent Level when these properties are left unset. For best results, we suggest removing all instances of these objects from sub-levels.
- Fixed a bug that made the Time-of-Day widget forget the time when it was closed and re-opened.
- Undo/Redo now work more reliably for `CesiumGlobeAnchor` properties.
- We now explicitly free the `PlatformData` and renderer resources associated with `UTexture2D` instances created for raster overlays when the textures are no longer needed. By relying less on the Unreal Engine garbage collector, this helps keep memory usage lower. It also keeps memory from going up so quickly in the Editor, which by default does not run the garbage collector at all.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.8.0 to v0.9.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.6.3 - 2021-10-01
##### Fixes :wrench:
- Fixed a bug that caused incorrect tangents to be generated based on uninitialized texture coordinates.
- Fixed a bug that could cause vertices to be duplicated and tangents calculated even when not needed.
- Fixed a bug that caused the Cesium ion access token to sometimes be blank when adding an asset from the "Cesium ion Assets" panel while the "Cesium" panel is not open.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.7.2 to v0.8.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.6.2 - 2021-09-14
This release only updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.7.1 to v0.7.2. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.6.1 - 2021-09-14
##### Additions :tada:
- Added the `MaximumCachedBytes` property to `ACesium3DTileset`.
##### Fixes :wrench:
- Fixed incorrect behavior when two sublevels overlap each other. Now the closest sublevel is chosen in that case.
- Fixed crash when `GlobeAwareDefaultPawn::FlyToLocation` was called when the pawn was not possessed.
- Fixed a bug that caused clipping to work incorrectly for tiles that are partially water.
- Limited the length of names assigned to the ActorComponents created for 3D Tiles, to avoid a crash caused by an FName being too long with extremely long tileset URLs.
- Fixed a bug that caused 3D Tiles tile selection to take into account Editor viewports even when in Play-in-Editor mode.
- Fixed a bug in `DynamicPawn` that caused a divide-by-zero message to be printed to the Output Log.
- Fixed a mismatch on Windows between Unreal Engine's compiler options and cesium-native's compiler options that could sometimes lead to crashes and other broken behavior.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.7.0 to v0.7.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.6.0 - 2021-09-01
##### Breaking Changes :mega:
- Removed `ACesium3DTileset::OpacityMaskMaterial`. The regular `Material` property is used instead.
- Renamed `UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesForFeatureID` to `UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesForFeatureID`. This is a breaking change for C++ code but Blueprints should be unaffected because of a CoreRedirect.
- Renamed `UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesAsStringsForFeatureID` to `UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID`. This is a breaking change for C++ code but it was not previously exposed to Blueprints.
##### Additions :tada:
- Added the ability to define a "Cesium Cartographic Polygon" and then use it to clip away part of a Cesium 3D Tileset.
- Multiple raster overlays per tileset are now supported.
- The default materials used to render Cesium 3D Tilesets are now built around Material Layers, making them easier to compose and customize.
- Added support for using `ASceneCapture2D` with `ACesium3DTileset` actors.
- Added an editor option in `ACesium3DTileset` to optionally generate smooth normals for glTFs that originally did not have normals.
- Added an editor option in `ACesium3DTileset` to disable the creation of physics meshes for its tiles.
- Added a Refresh button on the Cesium ion Assets panel.
- Made `UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID`, `UCesiumMetadataFeatureTableBlueprintLibrary::GetProperties`, and `UCesiumMetadataPrimitiveBlueprintLibrary::GetFirstVertexIDFromFaceID` callable from Blueprints.
- Consolidated texture preparation code. Now raster overlay textures can generate mip-maps and the overlay texture preparation can happen partially on the load thread.
- The Cesium ion Assets panel now has two buttons for imagery assets, allowing the user to select whether the asset should replace the base overlay or be added on top.
##### Fixes :wrench:
- Fixed indexed vertices being duplicated unnecessarily in certain situations in `UCesiumGltfComponent`.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.6.0 to v0.7.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.5.2 - 2021-08-30
##### Additions :tada:
- Added support for Unreal Engine v4.27.
### v1.5.1 - 2021-08-09
##### Breaking :mega:
- Changed Cesium Native Cesium3DTiles's namespace to Cesium3DTilesSelection's namespace
##### Fixes :wrench:
- Fixed a bug that could cause mis-registration of feature metadata to the wrong features in Draco-compressed meshes.
- Fixed a bug that could cause a crash with VR/AR devices enabled but not in use.
### v1.5.0 - 2021-08-02
##### Additions :tada:
- Added support for reading per-feature metadata from glTFs with the `EXT_feature_metadata` extension or from 3D Tiles with a B3DM batch table and accessing it from Blueprints.
- Added support for using multiple view frustums in `ACesium3DTileset` to inform the tile selection algorithm.
##### Fixes :wrench:
- Fixed a bug introduced in v1.4.0 that made it impossible to add a "Blank 3D Tiles Tileset" using the Cesium panel without first signing in to Cesium ion.
- Fixed a bug that caused a crash when deleting a Cesium 3D Tileset Actor and then undoing that deletion.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.5.0 to v0.6.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.4.1 - 2021-07-13
##### Fixes :wrench:
- Fixed linker warnings on macOS related to "different visibility settings."
- Fixed compile errors on Android in Unreal Engine versions prior to 4.26.2 caused by missing support for C++17.
### v1.4.0 - 2021-07-01
##### Breaking :mega:
- Tangents are now only generated for models that don't have them and that do have a normal map, saving a significant amount of time. If you have a custom material that requires the tangents, or need them for any other reason, you may set the `AlwaysIncludeTangents` property on `Cesium3DTileset` to force them to be generated like they were in previous versions.
##### Additions :tada:
- The main Cesium panel now has buttons to easily add a `CesiumSunSky` or a `DynamicPawn`.
##### Fixes :wrench:
- Fixed a bug that could sometimes cause tile-sized holes to appear in a 3D Tiles model for one render frame.
- Fixed a bug that caused Cesium toolbar buttons to disappear when `Editor Preferences` -> `Use Small Tool Bar Icons` is enabled.
- Added support for other types of glTF index accessors: `BYTE`, `UNSIGNED_BYTE`, `SHORT`, and `UNSIGNED_SHORT`.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.4.0 to v0.5.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.3.1 - 2021-06-02
- Temporarily removed support for the Android platform because it is causing problems in Epic's build environment, and is not quite production ready in any case.
### v1.3.0 - 2021-06-01
##### Breaking :mega:
- Tileset properties that require a tileset reload (URL, Source, IonAssetID, IonAccessToken, Materials) have been moved to `private`. Setter and getter methods are now provided for modifying them in Blueprints and C++.
- Deprecated `CesiumGlobeAnchorParent` and `FloatingPawn`. The `CesiumGlobeAnchorParent` functionality can be recreated using an empty actor with a `CesiumGeoreferenceComponent`. The `FloatingPawn` is now replaced by the `DynamicPawn`. In a future release, the `DynamicPawn` will be renamed to `CesiumFloatingPawn`.
##### Additions :tada:
- Added support for the Android platform.
- Added support for displaying a water effect for the parts of quantized-mesh terrain tiles that are known to be water.
- Improved property change checks in `Cesium3DTileset::LoadTileset`.
- Made origin rebasing boolean properties in `CesiumGeoreference` and `CesiumGeoreferenceComponent` blueprint editable.
- Made 3D Tiles properties editable in C++ and blueprints via getter/setter functions. The tileset now reloads at runtime when these properties are changed.
- Improvements to dynamic camera, created altitude curves for FlyTo behavior.
- Constrained the values for `UPROPERTY` user inputs to be in valid ranges.
- Added `M_CesiumOverlayWater` and `M_CesiumOverlayComplexWater` materials for use with water tiles.
- Exposed all tileset materials to allow for changes in editor.
- Added `TeleportWhenUpdatingTransform` boolean property to CesiumGeoreferenceComponent.
- Added a "Year" property to `CesiumSunSky`.
- Added the ability to use an external Directional Light with `CesiumSunSky`, rather than the embedded DirectionalLight component.
##### Fixes :wrench:
- Fixed a bug that caused rendering and navigation problems when zooming too far away from the globe when origin rebasing is enabled.
- Fixed a bug that caused glTF node `translation`, `rotation`, and `scale` properties to be ignored even if the node had no `matrix`.
- Cleaned up, standardized, and commented material and material functions.
- Moved all materials and material functions to the `Materials` subfolder.
- Set CesiumSunSky's directional light intensity to a more physically accurate value.
- Moved Latitude before Longitude on the `CesiumGeoreference` and `CesiumGeoreferenceComponent` Details panels.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.3.1 to v0.4.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.2.1 - 2021-05-13
##### Fixes :wrench:
- Fixed a regression in Cesium for Unreal v1.2.0 where `GlobeAwareDefaultPawn` lost its georeference during playmode.
- Fixed a regression in Cesium for Unreal v1.2.0 where the matrices in `CesiumGeoreference` were being initialized to zero instead of identity.
- Fixed a regression in Cesium for Unreal v1.2.0 that broke the ability to paint foliage on terrain and other tilesets.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.3.0 to v0.3.1. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.2.0 - 2021-05-03
##### Additions :tada:
- Added a dynamic camera that adapts to height above terrain.
- Added Linux support.
- Added support for Tile Map Service (TMS) raster overlays.
##### Fixes :wrench:
- Fixed issue where displayed longitude-latitude-height in `CesiumGeoreferenceComponent` wasn't updating in certain cases.
- `FEditorDelegates::OnFocusViewportOnActors` is no longer unnecessarily subscribed to multiple times.
- `Loading tileset ...` is now only written to the output log when the tileset actually needs to be reloaded.
- Fixed a bug where collision does not update correctly when changing properties of a tileset in the editor.
- Fixed a bug that caused tiles to disappear when "Suspend Update" was enabled.
### v1.1.1 - 2021-04-23
##### Fixes :wrench:
- Fixed a bug that caused tilesets added with the "Add Blank" button to cause an error during Play-In-Editor.
- Fixed a bug that caused `ACesiumGeoreference::TransformEcefToUe` to be much less precise than expected.
- Moved the `BodyInstance` property on `Cesium3DTileset` to the `Collision` category so that it can be modified in the Editor.
### v1.1.0 - 2021-04-19
##### Additions :tada:
- Added macOS support.
- Added support for the legacy `gltfUpAxis` property in a tileset `asset` dictionary. Although this property is **not** part of the specification, there are many existing assets that use this property and had been shown with a wrong rotation otherwise.
- Changed the log level for the tile selection output from `Display` to `Verbose`. With default settings, the output will no longer be displayed in the console, but only written to the log file.
- Added more diagnostic details to error messages for invalid glTF inputs.
- Added diagnostic details to error messages for failed OAuth2 authorization with `CesiumIonClient::Connection`.
- Added a `BodyInstance` property to `Cesium3DTileset` so that collision profiles can be configured.
- Added an experimental "Exclusion Zones" property to `Cesium3DTileset`. While likely to change in the future, it already provides a way to exclude parts of a 3D Tiles tileset to make room for another.
##### Fixes :wrench:
- Gave glTFs created from quantized-mesh terrain tiles a more sensible material with a `metallicFactor` of 0.0 and a `roughnessFactor` of 1.0. Previously the default glTF material was used, which has a `metallicFactor` of 1.0, leading to an undesirable appearance.
- Reported zero-length images as non-errors, because `BingMapsRasterOverlay` purposely requests that the Bing servers return a zero-length image for non-existent tiles.
- 3D Tiles geometric error is now scaled by the tile's transform.
- Fixed a bug that that caused a 3D Tiles tile to fail to refine when any of its children had an unsupported type of content.
- The `Material` property of `ACesium3DTiles` is now a `UMaterialInterface` instead of a `UMaterial`, allowing more flexibility in the types of materials that can be used.
- Fixed a possible crash when a `Cesium3DTileset` does not have a `CesiumGeoreference` or it is not valid.
In addition to the above, this release updates [cesium-native](https://github.com/CesiumGS/cesium-native) from v0.1.0 to v0.2.0. See the [changelog](https://github.com/CesiumGS/cesium-native/blob/main/CHANGES.md) for a complete list of changes in cesium-native.
### v1.0.0 - 2021-03-30 - Initial Release
##### Features :tada:
- High-accuracy, global-scale WGS84 globe for visualization of real-world 3D content
- 3D Tiles runtime engine to stream massive 3D geospatial datasets, such as terrain, imagery, 3D cities, and photogrammetry
- Streaming from the cloud, a private network, or the local machine.
- Level-of-detail selection
- Caching
- Multithreaded loading
- Batched 3D Model (B3DM) content, including the B3DM content inside Composite (CMPT) tiles
- `quantized-mesh` terrain loading and rendering
- Bing Maps and Tile Map Service (TMS) raster overlays draped on terrain
- Integrated with Cesium ion for instant access to cloud based global 3D content.
- Integrated with Unreal Engine Editor, Actors and Components, Blueprints, Landscaping and Foliage, Sublevels, and Sequencer.
{
"FileVersion": 3,
"Version": 53,
"VersionName": "2.0.0",
"FriendlyName": "Cesium for Unreal",
"Description": "Unlock the 3D geospatial ecosystem in Unreal Engine with real-world 3D content and a high accuracy full-scale WGS84 globe.",
"Category": "Geospatial",
"CreatedBy": "Cesium GS, Inc.",
"CreatedByURL": "https://cesium.com",
"DocsURL": "https://cesium.com/learn/unreal/",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/87b0d05800a545d49bf858ef3458c4f7",
"SupportURL": "https://community.cesium.com",
"EngineVersion": "5.3.0",
"CanContainContent": true,
"Installed": true,
"SupportedTargetPlatforms": [
"Win64",
"Mac",
"Linux",
"Android",
"IOS"
],
"Modules": [
{
"Name": "CesiumRuntime",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"PlatformAllowList": [
"Win64",
"Mac",
"Linux",
"Android",
"IOS"
]
},
{
"Name": "CesiumEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"PlatformAllowList": [
"Win64",
"Mac",
"Linux",
"Android",
"IOS"
]
}
],
"Plugins": [
{
"Name": "SunPosition",
"Enabled": true
},
{
"Name": "Water",
"Enabled": true
}
]
}
\ No newline at end of file
# UE 5.3+ defaults this to 11, which is not really high enough.
# 100 is probably high enough for reasonable values of Cesium3DTileset's 'MaximumSimultaneousTileLoads property,
# but if you get log messages like "Warning: Reached threaded request limit", and you're sure you want to use
# such a high value, you may need to increase this.
[HTTP.HttpThread]
RunningThreadedRequestLimit=100
[CoreRedirects]
+FunctionRedirects=(OldName="CesiumMetadataFeatureTableBlueprintLibrary.GetPropertiesForFeatureID",NewName="GetMetadataValuesForFeatureID")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToUe",NewName="InaccurateTransformLongitudeLatitudeHeightToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUeToLongitudeLatitudeHeight",NewName="InaccurateTransformUnrealToLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToLongitudeLatitudeHeight.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToUe",NewName="InaccurateTransformEcefToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUeToEcef",NewName="InaccurateTransformUnrealToEcef")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToEcef.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUeToEnu",NewName="InaccurateTransformRotatorUnrealToEastNorthUp")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp.UeRotator", NewName="UnrealRotator")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp.UeLocation", NewName="UnrealLocation")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEnuToUe",NewName="InaccurateTransformRotatorEastNorthUpToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEastNorthUpToUnreal.UeLocation", NewName="UnrealLocation")
+PropertyRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToUnreal.Ue", NewName="Unreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOrigin",NewName="SetOriginLongitudeLatitudeHeight")
+ClassRedirects=(OldName="CesiumGeoreferenceComponent", NewName="CesiumGlobeAnchorComponent")
+ClassRedirects=(OldName="CesiumSunSky_C",NewName="/Script/CesiumRuntime.CesiumSunSky",OverrideClassName="/Script/CoreUObject.Class")
+PropertyRedirects=(OldName="CesiumSunSky.EnableMobileRendering",NewName="UseMobileRendering")
+FunctionRedirects=(OldName="CesiumSunSky.AdjustAtmosphereRadius",NewName="UpdateAtmosphereRadius")
+PropertyRedirects=(OldName="CesiumGeoreference.WorldOriginCamera",NewName="SubLevelCamera")
# Remove "Inaccurate" from all the function names.
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateGetGeoreferenceOriginLongitudeLatitudeHeight",NewName="GetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOriginLongitudeLatitudeHeight",NewName="SetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateSetGeoreferenceOriginEcef",NewName="SetOriginEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToEcef",NewName="TransformLongitudeLatitudeHeightToEcef")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToLongitudeLatitudeHeight",NewName="TransformEcefToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformLongitudeLatitudeHeightToUnreal",NewName="TransformLongitudeLatitudeHeightPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToLongitudeLatitudeHeight",NewName="TransformUnrealPositionToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformEcefToUnreal",NewName="TransformEarthCenteredEarthFixedPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformUnrealToEcef",NewName="TransformUnrealPositionToEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorUnrealToEastNorthUp",NewName="TransformRotatorUnrealToEastNorthUp")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateTransformRotatorEastNorthUpToUnreal",NewName="TransformRotatorEastNorthUpToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToUnreal",NewName="ComputeEastNorthUpToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.InaccurateComputeEastNorthUpToEcef",NewName="ComputeEastNorthUpToEcef")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateGetECEF",NewName="GetEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateMoveToECEF",NewName="MoveToEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateGetLongitudeLatitudeHeight",NewName="GetLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.InaccurateMoveToLongitudeLatitudeHeight",NewName="MoveToLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="GlobeAwareDefaultPawn.InaccurateFlyToLocationECEF",NewName="FlyToLocationECEF")
+FunctionRedirects=(OldName="GlobeAwareDefaultPawn.InaccurateFlyToLocationLongitudeLatitudeHeight",NewName="FlyToLocationLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumPolygonRasterOverlay.ExcludeTilesInside",NewName="ExcludeSelectedTiles")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformUnrealToLongitudeLatitudeHeight",NewName="TransformUnrealPositionToLongitudeLatitudeHeight")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformUnrealPositionToLongitudeLatitudeHeight.Unreal", NewName="UnrealPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformEcefToUnreal",NewName="TransformEarthCenteredEarthFixedPositionToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformEarthCenteredEarthFixedPositionToUnreal.Ecef", NewName="EarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformUnrealToEcef",NewName="TransformUnrealPositionToEarthCenteredEarthFixed")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformUnrealPositionToEarthCenteredEarthFixed.Unreal", NewName="UnrealPosition")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformLongitudeLatitudeHeightToUnreal",NewName="TransformLongitudeLatitudeHeightPositionToUnreal")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformRotatorUnrealToEastSouthUp",NewName="TransformUnrealRotatorToEastSouthUp")
+FunctionRedirects=(OldName="CesiumGeoreference.TransformRotatorEastSouthUpToUnreal",NewName="TransformEastSouthUpRotatorToUnreal")
+PropertyRedirects=(OldName="CesiumGeoreference.TransformEastSouthUpRotatorToUnreal.EsuRotator", NewName="EastSouthUpRotator")
+FunctionRedirects=(OldName="CesiumGeoreference.ComputeEastSouthUpToUnreal",NewName="ComputeEastSouthUpToUnrealTransformation")
+PropertyRedirects=(OldName="CesiumGeoreference.ComputeEastSouthUpToUnrealTransformation.Unreal", NewName="UnrealLocation")
+FunctionRedirects=(OldName="CesiumGeoreference.SetGeoreferenceOriginLongitudeLatitudeHeight",NewName="SetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.GetGeoreferenceOriginLongitudeLatitudeHeight",NewName="GetOriginLongitudeLatitudeHeight")
+FunctionRedirects=(OldName="CesiumGeoreference.SetGeoreferenceOriginEcef",NewName="SetOriginEarthCenteredEarthFixed")
+PropertyRedirects=(OldName="CesiumGeoreference.SetOriginEarthCenteredEarthFixed.TargetEcef", NewName="TargetEarthCenteredEarthFixed")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.GetECEF",NewName="GetEarthCenteredEarthFixedPosition")
+FunctionRedirects=(OldName="CesiumGlobeAnchorComponent.MoveToECEF",NewName="MoveToEarthCenteredEarthFixedPosition")
+PropertyRedirects=(OldName="CesiumGlobeAnchorComponent.GetEarthCenteredEarthFixedPosition.TargetEcef", NewName="EarthCenteredEarthFixedPosition")
+PropertyRedirects=(OldName="CesiumGlobeAnchorComponent.MoveToLongitudeLatitudeHeight.TargetLongitudeLatitudeHeight", NewName="LongitudeLatitudeHeight")
# EXT_feature_metadata -> EXT_structural_metadata changes
# Deprecate the old type enum. Unfortunately, there's no way to redirect it to a CesiumMetadataValueType struct.
+EnumRedirects=(OldName="ECesiumMetadataTrueType", NewName="ECesiumMetadataTrueType_DEPRECATED", ValueChanges=(("None","None_DEPRECATED"),("Int8","Int8_DEPRECATED"),("Uint8","Uint8_DEPRECATED"),("Int16","Int16_DEPRECATED"),("Uint16","Uint16_DEPRECATED"),("Int32","Int32_DEPRECATED"),("Uint32","Uint32_DEPRECATED"),("Int64","Int64_DEPRECATED"),("Uint64","Uint64_DEPRECATED"),("Float32","Float32_DEPRECATED"),("Float64","Float64_DEPRECATED"),("Boolean","Boolean_DEPRECATED"),("Enum","Enum_DEPRECATED"),("String","String_DEPRECATED"),("Array","Array_DEPRECATED")))
+StructRedirects=(OldName="CesiumMetadataGenericValue", NewName="CesiumMetadataValue")
+ClassRedirects=(OldName="CesiumMetadataGenericValueBlueprintLibrary", NewName="CesiumMetadataValueBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumMetadataValueBlueprintLibrary.GetBlueprintComponentType",NewName="CesiumMetadataValueBlueprintLibrary.GetArrayElementBlueprintType")
+StructRedirects=(OldName="CesiumMetadataArray", NewName="CesiumPropertyArray")
+ClassRedirects=(OldName="CesiumMetadataArrayBlueprintLibrary", NewName="CesiumPropertyArrayBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyArrayBlueprintLibrary.GetBlueprintComponentType",NewName="CesiumPropertyArrayBlueprintLibrary.GetElementBlueprintType")
+FunctionRedirects=(OldName="CesiumPropertyArrayBlueprintLibrary.GetSize", NewName="CesiumPropertyArrayBlueprintLibrary.GetArraySize")
+StructRedirects=(OldName="CesiumFeatureTable", NewName="CesiumPropertyTable")
+ClassRedirects=(OldName="CesiumFeatureTableBlueprintLibrary", NewName="CesiumPropertyTableBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetNumberOfFeatures", NewName="GetPropertyTableCount")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetPropertyTableCount.FeatureTable", NewName="PropertyTable")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeatureID", NewName="GetMetadataValuesForFeature")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeature.FeatureTable", NewName="PropertyTable")
+FunctionRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesAsStringForFeatureID", NewName="GetMetadataValuesForFeatureAsStrings")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetMetadataValuesForFeatureAsStrings.FeatureTable", NewName="PropertyTable")
+PropertyRedirects=(OldName="CesiumPropertyTableBlueprintLibrary.GetProperties.FeatureTable", NewName="PropertyTable")
+StructRedirects=(OldName="CesiumMetadataProperty", NewName="CesiumPropertyTableProperty")
+ClassRedirects=(OldName="CesiumMetadataPropertyBlueprintLibrary", NewName="CesiumPropertyTablePropertyBlueprintLibrary")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetBlueprintComponentType", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetArrayElementBlueprintType")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetGenericValue", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetValue")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetNumberOfFeatures", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetPropertySize")
+FunctionRedirects=(OldName="CesiumPropertyTablePropertyBlueprintLibrary.GetComponentCount", NewName="CesiumPropertyTablePropertyBlueprintLibrary.GetArraySize")
+StructRedirects=(OldName="CesiumFeatureTexture", NewName="CesiumPropertyTexture")
+StructRedirects=(OldName="CesiumFeatureTextureProperty", NewName="CesiumPropertyTextureProperty")
+FunctionRedirects=(OldName="CesiumPropertyTexturePropertyBlueprintLibrary.GetPropertyKeys", NewName="CesiumPropertyTexturePropertyBlueprintLibrary.GetPropertyNames")
+FunctionRedirects=(OldName="CesiumPropertyTexturePropertyBlueprintLibrary.GetTextureCoordinateIndex", NewName="CesiumPropertyTexturePropertyBlueprintLibrary.GetUnrealUVChannel")
+StructRedirects=(OldName="CesiumMetadataModel", NewName="CesiumModelMetadata")
+ClassRedirects=(OldName="CesiumMetadataModelBlueprintLibrary", NewName="CesiumModelMetadataBlueprintLibrary")
+PropertyRedirects=(OldName="CesiumModelMetadataBlueprintLibrary.GetFeatureTables.MetadataModel", NewName="ModelMetadata")
+PropertyRedirects=(OldName="CesiumModelMetadataBlueprintLibrary.GetFeatureTextures.MetadataModel", NewName="ModelMetadata")
+FunctionRedirects=(OldName="CesiumMetadataUtilityBlueprintLibrary.GetMetadataModel", NewName="CesiumModelMetadataBlueprintLibrary.GetModelMetadata")
+EnumRedirects=(OldName="ECesiumPropertyComponentType", NewName="ECesiumPropertyComponentType_DEPRECATED", ValueChanges=(("Uint8","Uint8_DEPRECATED"),("Float","Float_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumPropertyType", NewName="ECesiumPropertyType_DEPRECATED", ValueChanges=(("Scalar","Scalar_DEPRECATED"),("Vec2","Vec2_DEPRECATED"),("Vec3","Vec3_DEPRECATED"),("Vec4","Vec4_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumFeatureTableAccessType", NewName="ECesiumFeatureTableAccessType_DEPRECATED", ValueChanges=(("Unknown","Unknown_DEPRECATED"),("Texture","Texture_DEPRECATED"),("Attribute","Attribute_DEPRECATED"),("Mixed","Mixed_DEPRECATED")))
+EnumRedirects=(OldName="ECesiumMetadataPackedGpuType", NewName="ECesiumMetadataPackedGpuType_DEPRECATED", ValueChanges=(("None","Unknown_DEPRECATED"),("Uint8","Uint8_DEPRECATED"),("Float","Float_DEPRECATED")))
+FunctionRedirects=(OldName="CesiumFeatureIdTextureBlueprintLibrary.GetTextureCoordinateIndex", NewName="CesiumFeatureIdTextureBlueprintLibrary.GetUnrealUVChannel")
[FilterPlugin]
/Config/FilterPlugin.ini
/Config/Engine.ini
/LICENSE
/README.md
/ThirdParty.json
/CHANGES.md
/Shaders/*
/Intermediate/Build/Linux/*
/Binaries/Linux/*
/LinuxIntermediate/Build/Linux/UnrealEditor/Inc/CesiumEditor/UHT/*
/LinuxIntermediate/Build/Linux/UnrealEditor/Inc/CesiumRuntime/UHT/*
/LinuxIntermediate/Build/Linux/UnrealGame/Development/CesiumRuntime/*
/LinuxIntermediate/Build/Linux/UnrealGame/Inc/CesiumRuntime/UHT/*
/LinuxIntermediate/Build/Linux/UnrealGame/Shipping/CesiumRuntime/*
/LinuxIntermediate/Build/Linux/x64/UnrealGame/Development/CesiumRuntime/*
/LinuxIntermediate/Build/Linux/x64/UnrealGame/Shipping/CesiumRuntime/*
/LinuxIntermediate/Build/Linux/B4D820EA/UnrealGame/Development/CesiumRuntime/*
/LinuxIntermediate/Build/Linux/B4D820EA/UnrealGame/Inc/CesiumRuntime/UHT/*
/LinuxIntermediate/Build/Linux/B4D820EA/UnrealGame/Shipping/CesiumRuntime/*
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
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outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
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"Object" form shall mean any form resulting from mechanical
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"Work" shall mean the work of authorship, whether in Source or
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(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
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"Contributor" shall mean Licensor and any individual or Legal Entity
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(a) You must give any other recipients of the Work or
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(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
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(d) If the Work includes a "NOTICE" text file as part of its
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You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
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the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
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7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
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8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
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Work (including but not limited to damages for loss of goodwill,
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has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
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on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeCesiumEditor_init() {}
static FPackageRegistrationInfo Z_Registration_Info_UPackage__Script_CesiumEditor;
FORCENOINLINE UPackage* Z_Construct_UPackage__Script_CesiumEditor()
{
if (!Z_Registration_Info_UPackage__Script_CesiumEditor.OuterSingleton)
{
static const UECodeGen_Private::FPackageParams PackageParams = {
"/Script/CesiumEditor",
nullptr,
0,
PKG_CompiledIn | 0x00000040,
0xAC2F664B,
0x312E1F58,
METADATA_PARAMS(0, nullptr)
};
UECodeGen_Private::ConstructUPackage(Z_Registration_Info_UPackage__Script_CesiumEditor.OuterSingleton, PackageParams);
}
return Z_Registration_Info_UPackage__Script_CesiumEditor.OuterSingleton;
}
static FRegisterCompiledInInfo Z_CompiledInDeferPackage_UPackage__Script_CesiumEditor(Z_Construct_UPackage__Script_CesiumEditor, TEXT("/Script/CesiumEditor"), Z_Registration_Info_UPackage__Script_CesiumEditor, CONSTRUCT_RELOAD_VERSION_INFO(FPackageReloadVersionInfo, 0xAC2F664B, 0x312E1F58));
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
class FToolBarBuilder;
class FMenuBuilder;
#define OCULUS_EDITOR_MODULE_NAME "OculusXREditor"
//////////////////////////////////////////////////////////////////////////
// IOculusXREditorModule
class IOculusXREditorModule : public IModuleInterface
{
};
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "CesiumEditor/Private/CesiumEditorSettings.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeCesiumEditorSettings() {}
// Cross Module References
CESIUMEDITOR_API UClass* Z_Construct_UClass_UCesiumEditorSettings();
CESIUMEDITOR_API UClass* Z_Construct_UClass_UCesiumEditorSettings_NoRegister();
DEVELOPERSETTINGS_API UClass* Z_Construct_UClass_UDeveloperSettings();
UPackage* Z_Construct_UPackage__Script_CesiumEditor();
// End Cross Module References
void UCesiumEditorSettings::StaticRegisterNativesUCesiumEditorSettings()
{
}
IMPLEMENT_CLASS_NO_AUTO_REGISTRATION(UCesiumEditorSettings);
UClass* Z_Construct_UClass_UCesiumEditorSettings_NoRegister()
{
return UCesiumEditorSettings::StaticClass();
}
struct Z_Construct_UClass_UCesiumEditorSettings_Statics
{
static UObject* (*const DependentSingletons[])();
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_UserAccessToken_MetaData[];
#endif
static const UECodeGen_Private::FStrPropertyParams NewProp_UserAccessToken;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
static const UECodeGen_Private::FClassParams ClassParams;
};
UObject* (*const Z_Construct_UClass_UCesiumEditorSettings_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_UDeveloperSettings,
(UObject* (*)())Z_Construct_UPackage__Script_CesiumEditor,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumEditorSettings_Statics::DependentSingletons) < 16);
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumEditorSettings_Statics::Class_MetaDataParams[] = {
{ "Comment", "/**\n * Stores Editor settings for the Cesium plugin.\n */" },
{ "DisplayName", "Cesium" },
{ "IncludePath", "CesiumEditorSettings.h" },
{ "ModuleRelativePath", "Private/CesiumEditorSettings.h" },
{ "ToolTip", "Stores Editor settings for the Cesium plugin." },
};
#endif
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumEditorSettings_Statics::NewProp_UserAccessToken_MetaData[] = {
{ "Category", "Cesium ion" },
{ "Comment", "/**\n * The token representing the signed-in user to Cesium ion. If this is blank\n * or invalid, the Cesium panel will prompt you to log in to Cesium ion with\n * OAuth2. This is set automatically by logging in with the UI; it is not\n * usually necessary to set it directly.\n */" },
{ "DisplayName", "User Access Token" },
{ "ModuleRelativePath", "Private/CesiumEditorSettings.h" },
{ "ToolTip", "The token representing the signed-in user to Cesium ion. If this is blank\nor invalid, the Cesium panel will prompt you to log in to Cesium ion with\nOAuth2. This is set automatically by logging in with the UI; it is not\nusually necessary to set it directly." },
};
#endif
const UECodeGen_Private::FStrPropertyParams Z_Construct_UClass_UCesiumEditorSettings_Statics::NewProp_UserAccessToken = { "UserAccessToken", nullptr, (EPropertyFlags)0x0010000000004001, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumEditorSettings, UserAccessToken), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumEditorSettings_Statics::NewProp_UserAccessToken_MetaData), Z_Construct_UClass_UCesiumEditorSettings_Statics::NewProp_UserAccessToken_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UCesiumEditorSettings_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumEditorSettings_Statics::NewProp_UserAccessToken,
};
const FCppClassTypeInfoStatic Z_Construct_UClass_UCesiumEditorSettings_Statics::StaticCppClassTypeInfo = {
TCppClassTypeTraits<UCesiumEditorSettings>::IsAbstract,
};
const UECodeGen_Private::FClassParams Z_Construct_UClass_UCesiumEditorSettings_Statics::ClassParams = {
&UCesiumEditorSettings::StaticClass,
"EditorPerProjectUserSettings",
&StaticCppClassTypeInfo,
DependentSingletons,
nullptr,
Z_Construct_UClass_UCesiumEditorSettings_Statics::PropPointers,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
0,
UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumEditorSettings_Statics::PropPointers),
0,
0x000000A4u,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumEditorSettings_Statics::Class_MetaDataParams), Z_Construct_UClass_UCesiumEditorSettings_Statics::Class_MetaDataParams)
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumEditorSettings_Statics::PropPointers) < 2048);
UClass* Z_Construct_UClass_UCesiumEditorSettings()
{
if (!Z_Registration_Info_UClass_UCesiumEditorSettings.OuterSingleton)
{
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UCesiumEditorSettings.OuterSingleton, Z_Construct_UClass_UCesiumEditorSettings_Statics::ClassParams);
}
return Z_Registration_Info_UClass_UCesiumEditorSettings.OuterSingleton;
}
template<> CESIUMEDITOR_API UClass* StaticClass<UCesiumEditorSettings>()
{
return UCesiumEditorSettings::StaticClass();
}
DEFINE_VTABLE_PTR_HELPER_CTOR(UCesiumEditorSettings);
UCesiumEditorSettings::~UCesiumEditorSettings() {}
struct Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_Statics
{
static const FClassRegisterCompiledInInfo ClassInfo[];
};
const FClassRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_Statics::ClassInfo[] = {
{ Z_Construct_UClass_UCesiumEditorSettings, UCesiumEditorSettings::StaticClass, TEXT("UCesiumEditorSettings"), &Z_Registration_Info_UClass_UCesiumEditorSettings, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UCesiumEditorSettings), 4084803319U) },
};
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_3751959425(TEXT("/Script/CesiumEditor"),
Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_Statics::ClassInfo),
nullptr, 0,
nullptr, 0);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "CesiumEditorSettings.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef CESIUMEDITOR_CesiumEditorSettings_generated_h
#error "CesiumEditorSettings.generated.h already included, missing '#pragma once' in CesiumEditorSettings.h"
#endif
#define CESIUMEDITOR_CesiumEditorSettings_generated_h
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_SPARSE_DATA
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_RPC_WRAPPERS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_INCLASS \
private: \
static void StaticRegisterNativesUCesiumEditorSettings(); \
friend struct Z_Construct_UClass_UCesiumEditorSettings_Statics; \
public: \
DECLARE_CLASS(UCesiumEditorSettings, UDeveloperSettings, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/CesiumEditor"), NO_API) \
DECLARE_SERIALIZER(UCesiumEditorSettings) \
static const TCHAR* StaticConfigName() {return TEXT("EditorPerProjectUserSettings");} \
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UCesiumEditorSettings(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UCesiumEditorSettings) \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UCesiumEditorSettings); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UCesiumEditorSettings); \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UCesiumEditorSettings(UCesiumEditorSettings&&); \
NO_API UCesiumEditorSettings(const UCesiumEditorSettings&); \
public: \
NO_API virtual ~UCesiumEditorSettings();
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_12_PROLOG
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_SPARSE_DATA \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_RPC_WRAPPERS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_INCLASS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h_14_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> CESIUMEDITOR_API UClass* StaticClass<class UCesiumEditorSettings>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumEditorSettings_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "CesiumEditor/Private/CesiumGlobeAnchorCustomization.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeCesiumGlobeAnchorCustomization() {}
// Cross Module References
CESIUMEDITOR_API UClass* Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties();
CESIUMEDITOR_API UClass* Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_NoRegister();
CESIUMRUNTIME_API UClass* Z_Construct_UClass_UCesiumGlobeAnchorComponent_NoRegister();
COREUOBJECT_API UClass* Z_Construct_UClass_UObject();
UPackage* Z_Construct_UPackage__Script_CesiumEditor();
// End Cross Module References
void UCesiumGlobeAnchorDerivedProperties::StaticRegisterNativesUCesiumGlobeAnchorDerivedProperties()
{
}
IMPLEMENT_CLASS_NO_AUTO_REGISTRATION(UCesiumGlobeAnchorDerivedProperties);
UClass* Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_NoRegister()
{
return UCesiumGlobeAnchorDerivedProperties::StaticClass();
}
struct Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics
{
static UObject* (*const DependentSingletons[])();
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_GlobeAnchor_MetaData[];
#endif
static const UECodeGen_Private::FObjectPropertyParams NewProp_GlobeAnchor;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_X_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_X;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Y_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Y;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Z_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Z;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Latitude_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Latitude;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Longitude_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Longitude;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Height_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Height;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Pitch_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Pitch;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Yaw_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Yaw;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Roll_MetaData[];
#endif
static const UECodeGen_Private::FDoublePropertyParams NewProp_Roll;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
static const UECodeGen_Private::FClassParams ClassParams;
};
UObject* (*const Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_UObject,
(UObject* (*)())Z_Construct_UPackage__Script_CesiumEditor,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::DependentSingletons) < 16);
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::Class_MetaDataParams[] = {
{ "IncludePath", "CesiumGlobeAnchorCustomization.h" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
};
#endif
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_GlobeAnchor_MetaData[] = {
{ "EditInline", "true" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
};
#endif
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_GlobeAnchor = { "GlobeAnchor", nullptr, (EPropertyFlags)0x0010000000080008, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, GlobeAnchor), Z_Construct_UClass_UCesiumGlobeAnchorComponent_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_GlobeAnchor_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_GlobeAnchor_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_X_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The Earth-Centered Earth-Fixed (ECEF) X-coordinate of this component in\n * meters. The ECEF coordinate system's origin is at the center of the Earth\n * and +X points to the intersection of the Equator (zero degrees latitude)\n * and Prime Meridian (zero degrees longitude).\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The Earth-Centered Earth-Fixed (ECEF) X-coordinate of this component in\nmeters. The ECEF coordinate system's origin is at the center of the Earth\nand +X points to the intersection of the Equator (zero degrees latitude)\nand Prime Meridian (zero degrees longitude)." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_X = { "X", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, X), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_X_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_X_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Y_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The Earth-Centered Earth-Fixed (ECEF) Y-coordinate of this component in\n * meters. The ECEF coordinate system's origin is at the center of the Earth\n * and +Y points to the intersection of the Equator (zero degrees latitude)\n * and +90 degrees longitude.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The Earth-Centered Earth-Fixed (ECEF) Y-coordinate of this component in\nmeters. The ECEF coordinate system's origin is at the center of the Earth\nand +Y points to the intersection of the Equator (zero degrees latitude)\nand +90 degrees longitude." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Y = { "Y", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Y), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Y_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Y_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Z_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The Earth-Centered Earth-Fixed (ECEF) Z-coordinate of this component in\n * meters. The ECEF coordinate system's origin is at the center of the Earth\n * and +Z points up through the North Pole.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The Earth-Centered Earth-Fixed (ECEF) Z-coordinate of this component in\nmeters. The ECEF coordinate system's origin is at the center of the Earth\nand +Z points up through the North Pole." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Z = { "Z", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Z), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Z_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Z_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Latitude_MetaData[] = {
{ "Category", "Cesium" },
{ "ClampMax", "90.000000" },
{ "ClampMin", "-90.000000" },
{ "Comment", "/**\n * The latitude in degrees.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The latitude in degrees." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Latitude = { "Latitude", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Latitude), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Latitude_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Latitude_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Longitude_MetaData[] = {
{ "Category", "Cesium" },
{ "ClampMax", "180.000000" },
{ "ClampMin", "-180.000000" },
{ "Comment", "/**\n * The longitude in degrees.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The longitude in degrees." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Longitude = { "Longitude", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Longitude), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Longitude_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Longitude_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Height_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The height in meters above the ellipsoid.\n *\n * Do not confuse the ellipsoid height with a geoid height or height above\n * mean sea level, which can be tens of meters higher or lower depending on\n * where in the world the object is located.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The height in meters above the ellipsoid.\n\nDo not confuse the ellipsoid height with a geoid height or height above\nmean sea level, which can be tens of meters higher or lower depending on\nwhere in the world the object is located." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Height = { "Height", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Height), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Height_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Height_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Pitch_MetaData[] = {
{ "Category", "Cesium" },
{ "ClampMax", "89.999901" },
{ "ClampMin", "-89.999901" },
{ "Comment", "/**\n * The rotation around the right (Y) axis. Zero pitch means the look direction\n * (+X) is level with the horizon. Positive pitch is looking up, negative\n * pitch is looking down.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The rotation around the right (Y) axis. Zero pitch means the look direction\n(+X) is level with the horizon. Positive pitch is looking up, negative\npitch is looking down." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Pitch = { "Pitch", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Pitch), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Pitch_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Pitch_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Yaw_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The rotation around the up (Z) axis. Zero yaw means the look direction (+X)\n * points East. Positive yaw rotates right toward South, while negative yaw\n * rotates left toward North.\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The rotation around the up (Z) axis. Zero yaw means the look direction (+X)\npoints East. Positive yaw rotates right toward South, while negative yaw\nrotates left toward North." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Yaw = { "Yaw", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Yaw), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Yaw_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Yaw_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Roll_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The rotation around the forward (X) axis. Zero roll is upright. Positive\n * roll is like tilting your head to the right (clockwise), while negative\n * roll is tilting to the left (counter-clockwise).\n */" },
{ "ModuleRelativePath", "Private/CesiumGlobeAnchorCustomization.h" },
{ "ToolTip", "The rotation around the forward (X) axis. Zero roll is upright. Positive\nroll is like tilting your head to the right (clockwise), while negative\nroll is tilting to the left (counter-clockwise)." },
};
#endif
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Roll = { "Roll", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UCesiumGlobeAnchorDerivedProperties, Roll), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Roll_MetaData), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Roll_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_GlobeAnchor,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_X,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Y,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Z,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Latitude,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Longitude,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Height,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Pitch,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Yaw,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::NewProp_Roll,
};
const FCppClassTypeInfoStatic Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::StaticCppClassTypeInfo = {
TCppClassTypeTraits<UCesiumGlobeAnchorDerivedProperties>::IsAbstract,
};
const UECodeGen_Private::FClassParams Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::ClassParams = {
&UCesiumGlobeAnchorDerivedProperties::StaticClass,
nullptr,
&StaticCppClassTypeInfo,
DependentSingletons,
nullptr,
Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::PropPointers,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
0,
UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::PropPointers),
0,
0x008000A0u,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::Class_MetaDataParams), Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::Class_MetaDataParams)
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::PropPointers) < 2048);
UClass* Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties()
{
if (!Z_Registration_Info_UClass_UCesiumGlobeAnchorDerivedProperties.OuterSingleton)
{
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UCesiumGlobeAnchorDerivedProperties.OuterSingleton, Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics::ClassParams);
}
return Z_Registration_Info_UClass_UCesiumGlobeAnchorDerivedProperties.OuterSingleton;
}
template<> CESIUMEDITOR_API UClass* StaticClass<UCesiumGlobeAnchorDerivedProperties>()
{
return UCesiumGlobeAnchorDerivedProperties::StaticClass();
}
UCesiumGlobeAnchorDerivedProperties::UCesiumGlobeAnchorDerivedProperties(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
DEFINE_VTABLE_PTR_HELPER_CTOR(UCesiumGlobeAnchorDerivedProperties);
UCesiumGlobeAnchorDerivedProperties::~UCesiumGlobeAnchorDerivedProperties() {}
struct Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_Statics
{
static const FClassRegisterCompiledInInfo ClassInfo[];
};
const FClassRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_Statics::ClassInfo[] = {
{ Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties, UCesiumGlobeAnchorDerivedProperties::StaticClass, TEXT("UCesiumGlobeAnchorDerivedProperties"), &Z_Registration_Info_UClass_UCesiumGlobeAnchorDerivedProperties, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UCesiumGlobeAnchorDerivedProperties), 2040581891U) },
};
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_3048853377(TEXT("/Script/CesiumEditor"),
Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_Statics::ClassInfo),
nullptr, 0,
nullptr, 0);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "CesiumGlobeAnchorCustomization.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef CESIUMEDITOR_CesiumGlobeAnchorCustomization_generated_h
#error "CesiumGlobeAnchorCustomization.generated.h already included, missing '#pragma once' in CesiumGlobeAnchorCustomization.h"
#endif
#define CESIUMEDITOR_CesiumGlobeAnchorCustomization_generated_h
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_SPARSE_DATA
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_RPC_WRAPPERS_NO_PURE_DECLS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUCesiumGlobeAnchorDerivedProperties(); \
friend struct Z_Construct_UClass_UCesiumGlobeAnchorDerivedProperties_Statics; \
public: \
DECLARE_CLASS(UCesiumGlobeAnchorDerivedProperties, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/CesiumEditor"), NO_API) \
DECLARE_SERIALIZER(UCesiumGlobeAnchorDerivedProperties)
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UCesiumGlobeAnchorDerivedProperties(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UCesiumGlobeAnchorDerivedProperties(UCesiumGlobeAnchorDerivedProperties&&); \
NO_API UCesiumGlobeAnchorDerivedProperties(const UCesiumGlobeAnchorDerivedProperties&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UCesiumGlobeAnchorDerivedProperties); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UCesiumGlobeAnchorDerivedProperties); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UCesiumGlobeAnchorDerivedProperties) \
NO_API virtual ~UCesiumGlobeAnchorDerivedProperties();
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_46_PROLOG
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_SPARSE_DATA \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_RPC_WRAPPERS_NO_PURE_DECLS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_INCLASS_NO_PURE_DECLS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h_49_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> CESIUMEDITOR_API UClass* StaticClass<class UCesiumGlobeAnchorDerivedProperties>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumEditor_Private_CesiumGlobeAnchorCustomization_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS
/opt/actions-runner/_work/cesium-unreal/cesium-unreal/packages/CesiumForUnreal/HostProject/Plugins/CesiumForUnreal/Source/CesiumEditor/Private/CesiumEditorSettings.h
/opt/actions-runner/_work/cesium-unreal/cesium-unreal/packages/CesiumForUnreal/HostProject/Plugins/CesiumForUnreal/Source/CesiumEditor/Private/CesiumGlobeAnchorCustomization.h
Source diff could not be displayed: it is too large. Options to address this: view the blob.
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "Cesium3DTileset.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class ACesiumCameraManager;
class ACesiumCreditSystem;
class ACesiumGeoreference;
class UMaterialInterface;
enum class ETilesetSource : uint8;
struct FCesiumPointCloudShading;
struct FCustomDepthParameters;
#ifdef CESIUMRUNTIME_Cesium3DTileset_generated_h
#error "Cesium3DTileset.generated.h already included, missing '#pragma once' in Cesium3DTileset.h"
#endif
#define CESIUMRUNTIME_Cesium3DTileset_generated_h
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_53_DELEGATE \
CESIUMRUNTIME_API void FCompletedLoadTrigger_DelegateWrapper(const FMulticastScriptDelegate& CompletedLoadTrigger);
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_SPARSE_DATA
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_RPC_WRAPPERS_NO_PURE_DECLS \
\
DECLARE_FUNCTION(execPauseMovieSequencer); \
DECLARE_FUNCTION(execStopMovieSequencer); \
DECLARE_FUNCTION(execPlayMovieSequencer); \
DECLARE_FUNCTION(execSetPointCloudShading); \
DECLARE_FUNCTION(execGetPointCloudShading); \
DECLARE_FUNCTION(execSetCustomDepthParameters); \
DECLARE_FUNCTION(execGetCustomDepthParameters); \
DECLARE_FUNCTION(execSetWaterMaterial); \
DECLARE_FUNCTION(execGetWaterMaterial); \
DECLARE_FUNCTION(execSetTranslucentMaterial); \
DECLARE_FUNCTION(execGetTranslucentMaterial); \
DECLARE_FUNCTION(execSetMaterial); \
DECLARE_FUNCTION(execGetMaterial); \
DECLARE_FUNCTION(execSetIgnoreKhrMaterialsUnlit); \
DECLARE_FUNCTION(execGetIgnoreKhrMaterialsUnlit); \
DECLARE_FUNCTION(execSetEnableWaterMask); \
DECLARE_FUNCTION(execGetEnableWaterMask); \
DECLARE_FUNCTION(execSetGenerateSmoothNormals); \
DECLARE_FUNCTION(execGetGenerateSmoothNormals); \
DECLARE_FUNCTION(execSetAlwaysIncludeTangents); \
DECLARE_FUNCTION(execGetAlwaysIncludeTangents); \
DECLARE_FUNCTION(execSetCreateNavCollision); \
DECLARE_FUNCTION(execGetCreateNavCollision); \
DECLARE_FUNCTION(execSetCreatePhysicsMeshes); \
DECLARE_FUNCTION(execGetCreatePhysicsMeshes); \
DECLARE_FUNCTION(execSetDelayRefinementForOcclusion); \
DECLARE_FUNCTION(execGetDelayRefinementForOcclusion); \
DECLARE_FUNCTION(execSetOcclusionPoolSize); \
DECLARE_FUNCTION(execGetOcclusionPoolSize); \
DECLARE_FUNCTION(execSetEnableOcclusionCulling); \
DECLARE_FUNCTION(execGetEnableOcclusionCulling); \
DECLARE_FUNCTION(execSetMaximumScreenSpaceError); \
DECLARE_FUNCTION(execGetMaximumScreenSpaceError); \
DECLARE_FUNCTION(execSetIonAssetEndpointUrl); \
DECLARE_FUNCTION(execGetIonAssetEndpointUrl); \
DECLARE_FUNCTION(execSetIonAccessToken); \
DECLARE_FUNCTION(execGetIonAccessToken); \
DECLARE_FUNCTION(execSetIonAssetID); \
DECLARE_FUNCTION(execGetIonAssetID); \
DECLARE_FUNCTION(execSetUrl); \
DECLARE_FUNCTION(execGetUrl); \
DECLARE_FUNCTION(execSetTilesetSource); \
DECLARE_FUNCTION(execGetTilesetSource); \
DECLARE_FUNCTION(execSetUseLodTransitions); \
DECLARE_FUNCTION(execGetUseLodTransitions); \
DECLARE_FUNCTION(execGetLoadProgress); \
DECLARE_FUNCTION(execTroubleshootToken); \
DECLARE_FUNCTION(execRefreshTileset); \
DECLARE_FUNCTION(execInvalidateResolvedCameraManager); \
DECLARE_FUNCTION(execResolveCameraManager); \
DECLARE_FUNCTION(execSetCameraManager); \
DECLARE_FUNCTION(execGetCameraManager); \
DECLARE_FUNCTION(execInvalidateResolvedCreditSystem); \
DECLARE_FUNCTION(execResolveCreditSystem); \
DECLARE_FUNCTION(execSetCreditSystem); \
DECLARE_FUNCTION(execGetCreditSystem); \
DECLARE_FUNCTION(execInvalidateResolvedGeoreference); \
DECLARE_FUNCTION(execResolveGeoreference); \
DECLARE_FUNCTION(execSetGeoreference); \
DECLARE_FUNCTION(execGetGeoreference); \
DECLARE_FUNCTION(execSetMobility); \
DECLARE_FUNCTION(execGetMobility);
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ACCESSORS
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ARCHIVESERIALIZER \
DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(ACesium3DTileset, NO_API)
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesACesium3DTileset(); \
friend struct Z_Construct_UClass_ACesium3DTileset_Statics; \
public: \
DECLARE_CLASS(ACesium3DTileset, AActor, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/CesiumRuntime"), NO_API) \
DECLARE_SERIALIZER(ACesium3DTileset) \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ARCHIVESERIALIZER
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ENHANCED_CONSTRUCTORS \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API ACesium3DTileset(ACesium3DTileset&&); \
NO_API ACesium3DTileset(const ACesium3DTileset&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, ACesium3DTileset); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ACesium3DTileset); \
DEFINE_DEFAULT_CONSTRUCTOR_CALL(ACesium3DTileset)
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_75_PROLOG
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_SPARSE_DATA \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_EDITOR_ONLY_SPARSE_DATA_PROPERTY_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_RPC_WRAPPERS_NO_PURE_DECLS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ACCESSORS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_INCLASS_NO_PURE_DECLS \
FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h_77_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> CESIUMRUNTIME_API UClass* StaticClass<class ACesium3DTileset>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTileset_h
#define FOREACH_ENUM_ETILESETSOURCE(op) \
op(ETilesetSource::FromCesiumIon) \
op(ETilesetSource::FromUrl)
enum class ETilesetSource : uint8;
template<> struct TIsUEnumClass<ETilesetSource> { enum { Value = true }; };
template<> CESIUMRUNTIME_API UEnum* StaticEnum<ETilesetSource>();
#define FOREACH_ENUM_EAPPLYDPISCALING(op) \
op(EApplyDpiScaling::Yes) \
op(EApplyDpiScaling::No) \
op(EApplyDpiScaling::UseProjectDefault)
enum class EApplyDpiScaling : uint8;
template<> struct TIsUEnumClass<EApplyDpiScaling> { enum { Value = true }; };
template<> CESIUMRUNTIME_API UEnum* StaticEnum<EApplyDpiScaling>();
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "../../CesiumRuntime/Public/Cesium3DTilesetLoadFailureDetails.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeCesium3DTilesetLoadFailureDetails() {}
// Cross Module References
CESIUMRUNTIME_API UClass* Z_Construct_UClass_ACesium3DTileset_NoRegister();
CESIUMRUNTIME_API UEnum* Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType();
CESIUMRUNTIME_API UScriptStruct* Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails();
UPackage* Z_Construct_UPackage__Script_CesiumRuntime();
// End Cross Module References
static FEnumRegistrationInfo Z_Registration_Info_UEnum_ECesium3DTilesetLoadType;
static UEnum* ECesium3DTilesetLoadType_StaticEnum()
{
if (!Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.OuterSingleton)
{
Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.OuterSingleton = GetStaticEnum(Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType, (UObject*)Z_Construct_UPackage__Script_CesiumRuntime(), TEXT("ECesium3DTilesetLoadType"));
}
return Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.OuterSingleton;
}
template<> CESIUMRUNTIME_API UEnum* StaticEnum<ECesium3DTilesetLoadType>()
{
return ECesium3DTilesetLoadType_StaticEnum();
}
struct Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics
{
static const UECodeGen_Private::FEnumeratorParam Enumerators[];
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam Enum_MetaDataParams[];
#endif
static const UECodeGen_Private::FEnumParams EnumParams;
};
const UECodeGen_Private::FEnumeratorParam Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enumerators[] = {
{ "ECesium3DTilesetLoadType::Unknown", (int64)ECesium3DTilesetLoadType::Unknown },
{ "ECesium3DTilesetLoadType::CesiumIon", (int64)ECesium3DTilesetLoadType::CesiumIon },
{ "ECesium3DTilesetLoadType::TilesetJson", (int64)ECesium3DTilesetLoadType::TilesetJson },
};
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enum_MetaDataParams[] = {
{ "BlueprintType", "true" },
{ "CesiumIon.Comment", "/**\n * A Cesium ion asset endpoint.\n */" },
{ "CesiumIon.Name", "ECesium3DTilesetLoadType::CesiumIon" },
{ "CesiumIon.ToolTip", "A Cesium ion asset endpoint." },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
{ "TilesetJson.Comment", "/**\n * A tileset.json.\n */" },
{ "TilesetJson.Name", "ECesium3DTilesetLoadType::TilesetJson" },
{ "TilesetJson.ToolTip", "A tileset.json." },
{ "Unknown.Comment", "/**\n * An unknown load error.\n */" },
{ "Unknown.Name", "ECesium3DTilesetLoadType::Unknown" },
{ "Unknown.ToolTip", "An unknown load error." },
};
#endif
const UECodeGen_Private::FEnumParams Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::EnumParams = {
(UObject*(*)())Z_Construct_UPackage__Script_CesiumRuntime,
nullptr,
"ECesium3DTilesetLoadType",
"ECesium3DTilesetLoadType",
Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enumerators,
RF_Public|RF_Transient|RF_MarkAsNative,
UE_ARRAY_COUNT(Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enumerators),
EEnumFlags::None,
(uint8)UEnum::ECppForm::EnumClass,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enum_MetaDataParams), Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::Enum_MetaDataParams)
};
UEnum* Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType()
{
if (!Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.InnerSingleton)
{
UECodeGen_Private::ConstructUEnum(Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.InnerSingleton, Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType_Statics::EnumParams);
}
return Z_Registration_Info_UEnum_ECesium3DTilesetLoadType.InnerSingleton;
}
static FStructRegistrationInfo Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails;
class UScriptStruct* FCesium3DTilesetLoadFailureDetails::StaticStruct()
{
if (!Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.OuterSingleton)
{
Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.OuterSingleton = GetStaticStruct(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails, (UObject*)Z_Construct_UPackage__Script_CesiumRuntime(), TEXT("Cesium3DTilesetLoadFailureDetails"));
}
return Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.OuterSingleton;
}
template<> CESIUMRUNTIME_API UScriptStruct* StaticStruct<FCesium3DTilesetLoadFailureDetails>()
{
return FCesium3DTilesetLoadFailureDetails::StaticStruct();
}
struct Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics
{
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[];
#endif
static void* NewStructOps();
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Tileset_MetaData[];
#endif
static const UECodeGen_Private::FWeakObjectPropertyParams NewProp_Tileset;
static const UECodeGen_Private::FBytePropertyParams NewProp_Type_Underlying;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Type_MetaData[];
#endif
static const UECodeGen_Private::FEnumPropertyParams NewProp_Type;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_HttpStatusCode_MetaData[];
#endif
static const UECodeGen_Private::FIntPropertyParams NewProp_HttpStatusCode;
#if WITH_METADATA
static const UECodeGen_Private::FMetaDataPairParam NewProp_Message_MetaData[];
#endif
static const UECodeGen_Private::FStrPropertyParams NewProp_Message;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
static const UECodeGen_Private::FStructParams ReturnStructParams;
};
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::Struct_MetaDataParams[] = {
{ "BlueprintType", "true" },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
};
#endif
void* Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewStructOps()
{
return (UScriptStruct::ICppStructOps*)new UScriptStruct::TCppStructOps<FCesium3DTilesetLoadFailureDetails>();
}
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Tileset_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The tileset that encountered the load failure.\n */" },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
{ "ToolTip", "The tileset that encountered the load failure." },
};
#endif
const UECodeGen_Private::FWeakObjectPropertyParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Tileset = { "Tileset", nullptr, (EPropertyFlags)0x0014000000020015, UECodeGen_Private::EPropertyGenFlags::WeakObject, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FCesium3DTilesetLoadFailureDetails, Tileset), Z_Construct_UClass_ACesium3DTileset_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Tileset_MetaData), Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Tileset_MetaData) };
const UECodeGen_Private::FBytePropertyParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UECodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, 0, nullptr, METADATA_PARAMS(0, nullptr) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The type of request that failed to load.\n */" },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
{ "ToolTip", "The type of request that failed to load." },
};
#endif
const UECodeGen_Private::FEnumPropertyParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type = { "Type", nullptr, (EPropertyFlags)0x0010000000020015, UECodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FCesium3DTilesetLoadFailureDetails, Type), Z_Construct_UEnum_CesiumRuntime_ECesium3DTilesetLoadType, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type_MetaData), Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type_MetaData) }; // 1745000939
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_HttpStatusCode_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * The HTTP status code of the response that led to the failure.\n *\n * If there was no response or the failure did not follow from a request, then\n * the value of this property will be 0.\n */" },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
{ "ToolTip", "The HTTP status code of the response that led to the failure.\n\nIf there was no response or the failure did not follow from a request, then\nthe value of this property will be 0." },
};
#endif
const UECodeGen_Private::FIntPropertyParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_HttpStatusCode = { "HttpStatusCode", nullptr, (EPropertyFlags)0x0010000000020015, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FCesium3DTilesetLoadFailureDetails, HttpStatusCode), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_HttpStatusCode_MetaData), Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_HttpStatusCode_MetaData) };
#if WITH_METADATA
const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Message_MetaData[] = {
{ "Category", "Cesium" },
{ "Comment", "/**\n * A human-readable explanation of what failed.\n */" },
{ "ModuleRelativePath", "Public/Cesium3DTilesetLoadFailureDetails.h" },
{ "ToolTip", "A human-readable explanation of what failed." },
};
#endif
const UECodeGen_Private::FStrPropertyParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Message = { "Message", nullptr, (EPropertyFlags)0x0010000000020015, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FCesium3DTilesetLoadFailureDetails, Message), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Message_MetaData), Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Message_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Tileset,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type_Underlying,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Type,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_HttpStatusCode,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewProp_Message,
};
const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::ReturnStructParams = {
(UObject* (*)())Z_Construct_UPackage__Script_CesiumRuntime,
nullptr,
&NewStructOps,
"Cesium3DTilesetLoadFailureDetails",
Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::PropPointers),
sizeof(FCesium3DTilesetLoadFailureDetails),
alignof(FCesium3DTilesetLoadFailureDetails),
RF_Public|RF_Transient|RF_MarkAsNative,
EStructFlags(0x00000201),
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::Struct_MetaDataParams)
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::PropPointers) < 2048);
UScriptStruct* Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails()
{
if (!Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.InnerSingleton)
{
UECodeGen_Private::ConstructUScriptStruct(Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.InnerSingleton, Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::ReturnStructParams);
}
return Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails.InnerSingleton;
}
struct Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics
{
static const FEnumRegisterCompiledInInfo EnumInfo[];
static const FStructRegisterCompiledInInfo ScriptStructInfo[];
};
const FEnumRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::EnumInfo[] = {
{ ECesium3DTilesetLoadType_StaticEnum, TEXT("ECesium3DTilesetLoadType"), &Z_Registration_Info_UEnum_ECesium3DTilesetLoadType, CONSTRUCT_RELOAD_VERSION_INFO(FEnumReloadVersionInfo, 1745000939U) },
};
const FStructRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::ScriptStructInfo[] = {
{ FCesium3DTilesetLoadFailureDetails::StaticStruct, Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics::NewStructOps, TEXT("Cesium3DTilesetLoadFailureDetails"), &Z_Registration_Info_UScriptStruct_Cesium3DTilesetLoadFailureDetails, CONSTRUCT_RELOAD_VERSION_INFO(FStructReloadVersionInfo, sizeof(FCesium3DTilesetLoadFailureDetails), 2982033949U) },
};
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_4087232384(TEXT("/Script/CesiumRuntime"),
nullptr, 0,
Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::ScriptStructInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::ScriptStructInfo),
Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::EnumInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_Statics::EnumInfo));
PRAGMA_ENABLE_DEPRECATION_WARNINGS
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "Cesium3DTilesetLoadFailureDetails.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef CESIUMRUNTIME_Cesium3DTilesetLoadFailureDetails_generated_h
#error "Cesium3DTilesetLoadFailureDetails.generated.h already included, missing '#pragma once' in Cesium3DTilesetLoadFailureDetails.h"
#endif
#define CESIUMRUNTIME_Cesium3DTilesetLoadFailureDetails_generated_h
#define FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h_30_GENERATED_BODY \
friend struct Z_Construct_UScriptStruct_FCesium3DTilesetLoadFailureDetails_Statics; \
static class UScriptStruct* StaticStruct();
template<> CESIUMRUNTIME_API UScriptStruct* StaticStruct<struct FCesium3DTilesetLoadFailureDetails>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_actions_runner__work_cesium_unreal_cesium_unreal_packages_CesiumForUnreal_HostProject_Plugins_CesiumForUnreal_Source_CesiumRuntime_Public_Cesium3DTilesetLoadFailureDetails_h
#define FOREACH_ENUM_ECESIUM3DTILESETLOADTYPE(op) \
op(ECesium3DTilesetLoadType::Unknown) \
op(ECesium3DTilesetLoadType::CesiumIon) \
op(ECesium3DTilesetLoadType::TilesetJson)
enum class ECesium3DTilesetLoadType : uint8;
template<> struct TIsUEnumClass<ECesium3DTilesetLoadType> { enum { Value = true }; };
template<> CESIUMRUNTIME_API UEnum* StaticEnum<ECesium3DTilesetLoadType>();
PRAGMA_ENABLE_DEPRECATION_WARNINGS