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GetBuildData
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| const FMeshMapBuildData* GetMeshMapBuildData() const | |
| { | |
| AActor* Owner = GetOwner(); | |
| if (Owner) | |
| { | |
| ULevel* OwnerLevel = Owner->GetLevel(); | |
| if (OwnerLevel && OwnerLevel->OwningWorld) | |
| { | |
| ULevel* ActiveLightingScenario = OwnerLevel->OwningWorld->GetActiveLightingScenario(); | |
| UMapBuildDataRegistry* MapBuildData = NULL; | |
| if (ActiveLightingScenario && ActiveLightingScenario->MapBuildData) | |
| { | |
| MapBuildData = ActiveLightingScenario->MapBuildData; | |
| } | |
| else if (OwnerLevel->MapBuildData) | |
| { | |
| MapBuildData = OwnerLevel->MapBuildData; | |
| } | |
| if (MapBuildData) | |
| { | |
| return MapBuildData->GetMeshBuildData(MapBuildDataId); | |
| } | |
| } | |
| } | |
| return NULL; | |
| } |
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