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API > API/Plugins > API/Plugins/MeshPartition > API/Plugins/MeshPartition/UMeshPartitionDefinition
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FName > GetCompiledSectionBuildVariantNamesForPlatform
(
const ITargetPlatform* TargetPlatform |
MeshPartitionDefinition.h | ||
TArray< FName > GetCompiledSectionBuildVariantNamesForPlatform
(
const FName& InPlatformName, |
Note that the platform name includes build type like "WindowsClient", while the IniPlatformName is just the platform "Windows". It looks for PlatformName match first, then if not found it looks for IniPlatformName. | MeshPartitionDefinition.h |
GetCompiledSectionBuildVariantNamesForPlatform(const ITargetPlatform *)
| Name | GetCompiledSectionBuildVariantNamesForPlatform |
| Type | function |
| Header File | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartition/Public/MeshPartitionDefinition.h |
| Include Path | #include "MeshPartitionDefinition.h" |
| Source | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartition/Private/MeshPartitionDefinition.cpp |
TArray < FName > GetCompiledSectionBuildVariantNamesForPlatform
(
const ITargetPlatform * TargetPlatform
) const
GetCompiledSectionBuildVariantNamesForPlatform(const FName &, const FName &)
Description
Note that the platform name includes build type like "WindowsClient", while the IniPlatformName is just the platform "Windows". It looks for PlatformName match first, then if not found it looks for IniPlatformName.
| Name | GetCompiledSectionBuildVariantNamesForPlatform |
| Type | function |
| Header File | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartition/Public/MeshPartitionDefinition.h |
| Include Path | #include "MeshPartitionDefinition.h" |
| Source | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartition/Private/MeshPartitionDefinition.cpp |
TArray < FName > GetCompiledSectionBuildVariantNamesForPlatform
(
const FName & InPlatformName,
const FName & InIniPlatformName
) const