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; }