Files
vertical-partition-system-p…/Source/VerticalPartition/Public/VerticalPartitionDescriptor.h
Bonchellon 04ad6d3f25 Initial commit: Vertical Partition Streaming plugin (UE 5.7)
Bounded vertical route partition / streaming for handcrafted spiral climb maps
(Only Up / Only Climb). Not World Partition, not Level Instances as core arch.

- Z-cell segmentation + optional XY subcells, editor builder + commandlet
- NonDestructive visibility backend + streaming-level backend
- Offline HLOD proxies: MergedMesh / SimplifiedProxy (ProxyLOD)
- Universal Level Instance + Packed Level Actor + HISM support (flatten+merge)
- Vertical-aware runtime streamer (full/preload/HLOD/unload, hysteresis,
  velocity prediction, fall-risk), WP-style debug viz + vp.* console
- Safe-by-default: only static decor streams; sky/lights/gameplay stay persistent

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 17:42:41 +03:00

51 lines
2.0 KiB
C++

// Copyright IHY. Vertical Partition Streaming plugin.
//
// The build artifact: a data asset describing every generated cell plus a snapshot
// of the settings and volume bounds the build was run with. The runtime streamer
// consumes this; the editor builder produces it.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "VerticalPartitionTypes.h"
#include "VerticalPartitionDescriptor.generated.h"
UCLASS(BlueprintType)
class VERTICALPARTITION_API UVerticalPartitionDescriptor : public UDataAsset
{
GENERATED_BODY()
public:
/** Map this descriptor was built from (for rebuild / out-of-date checks). */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
FSoftObjectPath SourceLevel;
/** Settings snapshot used at build time (runtime ranges may be overridden live). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="VerticalPartition")
FVerticalPartitionSettings Settings;
/** World bounds of the partition volume at build time. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
FBox VolumeBounds = FBox(ForceInit);
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
EVerticalConversionMode BuiltMode = EVerticalConversionMode::NonDestructive;
/** Content hash of the source actors at build time (for incremental rebuild). */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
int64 SourceContentHash = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
TArray<FVerticalCellDescriptor> Cells;
/** Last build report (kept for the UI / Dump Report). */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="VerticalPartition")
FVerticalPartitionBuildReport LastReport;
/** Find a cell descriptor by id. Returns nullptr if absent. */
const FVerticalCellDescriptor* FindCell(const FVerticalCellId& Id) const;
int32 FindCellIndex(const FVerticalCellId& Id) const;
bool HasFullPackages() const;
};