18 Commits

Author SHA1 Message Date
Jedd Morgan c91f5e12ce Merge pull request #88 from specklesystems/jrm/5.3
Added marketplace build ci for UE 5.3
2023-09-12 19:25:01 +01:00
Jedd Morgan fd71dd41ca Added 5.3 ci 2023-09-12 19:21:10 +01:00
Jedd Morgan caa56039e7 Merge pull request #87 from specklesystems/jrm/converter/collections
Support for receiving Collections and various other Bug fixes
2023-08-31 20:29:15 +01:00
Jedd Morgan c1f5476f77 Resolved warning with uninitialized struct members 2023-08-30 23:15:37 +01:00
Jedd Morgan 3c55f31a58 Removed baking mesh transforms from deserialization process 2023-08-30 22:49:43 +01:00
Jedd Morgan fce06cba20 Fixed build issue with UE5.3 Preview 1 2023-08-30 21:38:42 +01:00
Jedd Morgan 2b6ab16b22 Removed EditCondition for Branch and Commit selection 2023-08-30 20:34:20 +01:00
Jedd Morgan a60d4fef56 Added support for receiving collections 2023-08-30 18:33:36 +01:00
Jedd Morgan 6aa4afbd84 Merge pull request #86 from specklesystems/jrm/blueprint-type-fix
fix(bp): exposed SpeckleConverter as a BP type
2023-07-18 23:32:43 +01:00
Jedd Morgan b5f465e1a3 fix(bp): exposed SpeckleConverter as a BP type 2023-07-18 23:31:47 +01:00
Jedd Morgan 80b7cd886a Merge pull request #85 from specklesystems/no-bom
Removed BOM headers from files
2023-07-06 21:21:34 +01:00
Jedd Morgan f57ee4658e Merge remote-tracking branch 'origin/main' into no-bom 2023-07-06 21:20:47 +01:00
Jedd Morgan af61b08fa2 fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:20:28 +01:00
Jedd Morgan a6b5a09efa Merge pull request #84 from specklesystems/no-bom
fix(ci): added line to remove BOM headers before applying copyright info
2023-07-06 21:11:27 +01:00
Jedd Morgan f07eb732da fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:10:21 +01:00
Jedd Morgan 68cb85e029 Merge pull request #83 from specklesystems/activeUser
Updated user requests to use the new activeUser query
2023-07-06 17:32:14 +01:00
Jedd Morgan 067d66ae16 Removed marketplace publishing for UE 4.26 2023-07-06 17:22:27 +01:00
Jedd Morgan 4b4eae32a2 chore(api): user -> activeUser 2023-07-06 17:15:43 +01:00
31 changed files with 223 additions and 44 deletions
+10 -13
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@@ -29,12 +29,13 @@ commands:
copyright-string:
type: string
steps:
- run:
- run: #Remove BOM header, then add copyright comment
name: "Add copyright notice to source files"
command: |
shopt -s globstar
for file in Source/**/*.{cpp,hpp,c,h,cs};
do if [ -f $file ]; then
sed -i '1s/^\xEF\xBB\xBF//' $file;
sed -i '1s/^/\/\/ <<parameters.copyright-string>>\n/' $file;
echo "added copyright notice to $file";
fi;
@@ -50,7 +51,7 @@ jobs:
steps:
- checkout
- add-source-copyright:
copyright-string: "Copyright AEC SYSTEMS 2022"
copyright-string: "Copyright AEC SYSTEMS 2023"
- zip-source:
target: <<parameters.target>>
outputdir: "output/unreal/<<parameters.target>>"
@@ -80,9 +81,6 @@ workflows:
marketplace-publish:
when: <<pipeline.parameters.marketplace-deploy>>
jobs:
- generate-source-zip:
name: "Generate Source Archive UE4.26"
target: "4.26"
- generate-source-zip:
name: "Generate Source Archive UE4.27"
target: "4.27"
@@ -95,16 +93,15 @@ workflows:
- generate-source-zip:
name: "Generate Source Archive UE5.2"
target: "5.2"
- hold:
type: approval
- generate-source-zip:
name: "Generate Source Archive UE5.3"
target: "5.3"
- marketplace-deploy:
name: "Deploy to marketplace"
context: do-spaces-speckle-releases
requires:
- "Generate Source Archive UE4.26"
- "Generate Source Archive UE4.27"
- "Generate Source Archive UE5.0"
- "Generate Source Archive UE5.1"
- "Generate Source Archive UE5.2"
- marketplace-deploy:
name: "Deploy to marketplace"
context: do-spaces-speckle-releases
requires:
- hold
- "Generate Source Archive UE5.3"
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
@@ -14,7 +14,7 @@
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "4.26",
"EngineVersion": "5.3",
"Modules": [
{
"Name": "SpeckleUnreal",
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+1 -1
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@@ -6,8 +6,8 @@
#include "Kismet/GameplayStatics.h"
#include "LogSpeckle.h"
#include "Interfaces/IHttpResponse.h"
#include "Launch/Resources/Version.h"
#include "Misc/Base64.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Policies/CondensedJsonPrintPolicy.h"
#include "Serialization/JsonSerializerMacros.h"
#include "Serialization/JsonWriter.h"
@@ -0,0 +1,53 @@
#include "Conversion/Converters/CollectionConverter.h"
#include "Objects/Collection.h"
UCollectionConverter::UCollectionConverter()
{
SpeckleTypes.Add(UCollection::StaticClass());
ActorType = AActor::StaticClass();
ActorMobility = EComponentMobility::Static;
}
UObject* UCollectionConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters )
{
const UCollection* p = Cast<UCollection>(SpeckleBase);
if(p == nullptr) return nullptr;
return CollectionToNative(p, World);
}
AActor* UCollectionConverter::CollectionToNative(const UCollection*, UWorld* World)
{
AActor* MeshActor = CreateEmptyActor(World);
return MeshActor;
}
AActor* UCollectionConverter::CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters)
{
AActor* Actor = World->SpawnActor<AActor>(ActorType, SpawnParameters);
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
Actor->SetRootComponent(Scene);
Scene->RegisterComponent();
Scene->SetMobility(ActorMobility);
return Actor;
}
UBase* UCollectionConverter::ConvertToSpeckle_Implementation(const UObject* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
UCollection* UCollectionConverter::CollectionToSpeckle(const AActor* Object)
{
return nullptr; //TODO implement ToSpeckle function
}
@@ -101,10 +101,10 @@ AActor* UStaticMeshConverter::MeshesToNativeActor(const UBase* Parent, const TAr
FMatrix Transform = FMatrix::Identity;
// For single mesh, we check for transform
//TODO figure out how to handle DisplayValueElement with transform. Maybe we just grab transform from parent unconditionally? How does this affect blocks?
if(Parent == SpeckleMeshes[0])
{
Transform = SpeckleMeshes[0]->Transform;
}
// if(Parent == SpeckleMeshes[0])
// {
// Transform = SpeckleMeshes[0]->Transform;
// }
AActor* Actor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Transform));
TInlineComponentArray<UStaticMeshComponent*> Components;
@@ -5,6 +5,7 @@
#include "API/SpeckleSerializer.h"
#include "Conversion/Converters/AggregateConverter.h"
#include "Conversion/Converters/BlockConverter.h"
#include "Conversion/Converters/CollectionConverter.h"
#include "Conversion/Converters/PointCloudConverter.h"
#include "Conversion/Converters/StaticMeshConverter.h"
#include "Conversion/Converters/MaterialConverter.h"
@@ -22,6 +23,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
static ConstructorHelpers::FObjectFinder<UPointCloudConverter> PointCloudConverter(TEXT("PointCloudConverter'/SpeckleUnreal/Converters/DefaultPointCloudConverter.DefaultPointCloudConverter'"));
static ConstructorHelpers::FObjectFinder<UBlockConverter> BlockConverter(TEXT("BlockConverter'/SpeckleUnreal/Converters/DefaultBlockConverter.DefaultBlockConverter'"));
static ConstructorHelpers::FObjectFinder<UMaterialConverter> MaterialConverter(TEXT("MaterialConverter'/SpeckleUnreal/Converters/DefaultMaterialConverter.DefaultMaterialConverter'"));
static ConstructorHelpers::FObjectFinder<UCollectionConverter> CollectionConverter(TEXT("CollectionConverter'/SpeckleUnreal/Converters/DefaultCollectionConverter.DefaultCollectionConverter'"));
static ConstructorHelpers::FObjectFinder<UObject> CameraConverter(TEXT("CameraConverter'/SpeckleUnreal/Converters/DefaultCameraConverter.DefaultCameraConverter'"));
//static ConstructorHelpers::FObjectFinder<ULightConverter> LightConverter(TEXT("LightConverter'/SpeckleUnreal/Converters/DefaultLightConverter.DefaultLightConverter'"));
@@ -31,6 +33,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
SpeckleConverter->SpeckleConverters.Add(PointCloudConverter.Object);
SpeckleConverter->SpeckleConverters.Add(BlockConverter.Object);
SpeckleConverter->SpeckleConverters.Add(MaterialConverter.Object);
SpeckleConverter->SpeckleConverters.Add(CollectionConverter.Object);
SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
@@ -41,8 +44,19 @@ AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, c
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
{
float ObjectsToConvert{};
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
if(Base->TotalChildrenCount > 0)
{
ObjectsToConvert = Base->TotalChildrenCount;
}
else
{
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
}
if(ObjectsToConvert <= 1)
{
ObjectsToConvert = 99999; //A large number
}
// Progress bar
FScopedSlowTask Progress(ObjectsToConvert + 2,
LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
@@ -0,0 +1,20 @@
#include "Objects/Collection.h"
bool UCollection::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
{
if(!Super::Parse(Obj, ReadTransport)) return false;
// Parse Name property
if(!Obj->TryGetStringField("name", Name)) return false;
//DynamicProperties.Remove("name"); //Don't remove from dynamic, as we pick this up to name the actor
// Parse collectionType
if(!Obj->TryGetStringField("collectionType", CollectionType)) return false;
DynamicProperties.Remove("collectionType");
return true;
}
@@ -31,12 +31,12 @@ bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITra
for (size_t i = 0, j = 0; i < NumberOfVertices; i++, j += 3)
{
Vertices.Add(Transform.InverseTransformPosition(FVector
Vertices.Add(FVector
(
ObjectVertices[j].Get()->AsNumber(),
-ObjectVertices[j + 1].Get()->AsNumber(),
ObjectVertices[j + 2].Get()->AsNumber()
) * ScaleFactor ));
) * ScaleFactor );
}
DynamicProperties.Remove("vertices");
}
@@ -1,4 +1,4 @@

#include "Objects/Other/RevitInstance.h"
#include "LogSpeckle.h"
@@ -215,7 +215,7 @@ void UReceiveSelectionComponent::UpdateStreams()
if(!IsAccountValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{user{id streams(limit: %d){items{id name}}}}\"}"), Limit);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{activeUser{id streams(limit: %d){items{id name}}}}\"}"), Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
@@ -253,7 +253,7 @@ void UReceiveSelectionComponent::UpdateStreams()
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "user", Payload, LogName, CompleteDelegate, ErrorDelegate);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "activeUser", Payload, LogName, CompleteDelegate, ErrorDelegate);
}
@@ -3,6 +3,7 @@
#include "LogSpeckle.h"
#include "Mixpanel.h"
#include "Runtime/Launch/Resources/Version.h"
#include "JsonObjectConverter.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
@@ -79,7 +80,12 @@ void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
Request->SetHeader("apollographql-client-version", SPECKLE_CONNECTOR_VERSION);
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#else
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#endif
{
if(!bWasSuccessful)
{
@@ -163,7 +169,11 @@ void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTranspor
}
// Response Callback
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#else
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
#endif
{
// Request Fail
if(!bWasSuccessful)
@@ -32,6 +32,9 @@ struct FSpeckleUser
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
bool Verified = false;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
@@ -0,0 +1,53 @@
#pragma once
#include "CoreMinimal.h"
#include "Conversion/SpeckleConverter.h"
#include "Engine/EngineTypes.h"
#include "Engine/World.h"
#include "CollectionConverter.generated.h"
class UCollection;
/**
* Converts Speckle Mesh objects into native actors with a procedural mesh component.
*
* Compared with the StaticMeshConverter, this converter has some serious limitations
* - Cannot convert displayValues,
* - N-gon faces will be ignored,
* - Meshes are transient, and won't persist on level reload
*/
UCLASS()
class SPECKLEUNREAL_API UCollectionConverter : public UObject, public ISpeckleConverter
{
GENERATED_BODY()
CONVERTS_SPECKLE_TYPES()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TSubclassOf<AActor> ActorType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
TEnumAsByte<EComponentMobility::Type> ActorMobility;
// Sets default values for this actor's properties
UCollectionConverter();
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual AActor* CollectionToNative(const UCollection* SpeckleCollection, UWorld* World);
UFUNCTION(BlueprintCallable, Category="ToNative")
virtual UCollection* CollectionToSpeckle(const AActor* Object);
virtual AActor* CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
};
@@ -9,7 +9,7 @@
#include "SpeckleConverter.generated.h"
UINTERFACE()
UINTERFACE(BlueprintType)
class SPECKLEUNREAL_API USpeckleConverter : public UInterface
{
GENERATED_BODY()
@@ -34,6 +34,7 @@ public:
UObject* ConvertToNative(const UBase* SpeckleBase, UWorld* World, UPARAM(ref) TScriptInterface<ISpeckleConverter>& AvailableConverters);
/// Tries to convert a given Actor or Component into a Speckle Base
/// NOT IMPLEMENTED!!!
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
UBase* ConvertToSpeckle(const UObject* Object);
@@ -17,7 +17,7 @@ struct FSlowTask;
/**
* An Actor Component for encapsulating recursive conversion of Speckle Objects
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking, Tags))
class SPECKLEUNREAL_API USpeckleConverterComponent : public UActorComponent
{
GENERATED_BODY()
+1 -1
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@@ -33,7 +33,7 @@ public:
FString Id;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
int64 TotalChildrenCount;
int64 TotalChildrenCount = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
FString ApplicationId;
@@ -0,0 +1,28 @@
#pragma once
#include "CoreMinimal.h"
#include "Objects/Base.h"
#include "Collection.generated.h"
/**
*
*/
UCLASS()
class SPECKLEUNREAL_API UCollection : public UBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FString Name;
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
FString CollectionType;
UCollection() : UBase(TEXT("Speckle.Core.Models.Collection")) {}
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
};
@@ -1,4 +1,4 @@

#pragma once
#include "CoreMinimal.h"
@@ -1,4 +1,4 @@

#pragma once
#include "CoreMinimal.h"
@@ -13,7 +13,7 @@
* Either by Stream Id + Object Id (Object selection mode)
* Or by Stream + Branch + Commit (Commit selection mode)
*/
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking, Tags))
class SPECKLEUNREAL_API UReceiveSelectionComponent : public UActorComponent
{
GENERATED_BODY()
@@ -126,7 +126,7 @@ protected: //Internal logic for branch/stream/commit fetching and selection
#pragma endregion
#pragma region Branch
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Branch", GetOptions=GetBranchOptions, EditCondition="IsStreamValid && !bManualMode", NoResetToDefault))
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Branch", GetOptions=GetBranchOptions, EditCondition="IsAccountValid && !bManualMode", NoResetToDefault))
FString SelectedBranchText;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
@@ -150,7 +150,7 @@ protected: //Internal logic for branch/stream/commit fetching and selection
#pragma endregion
#pragma region Commit
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Commit", GetOptions=GetCommitOptions, EditCondition="IsCommitValid && !bManualMode", NoResetToDefault))
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Commit", GetOptions=GetCommitOptions, EditCondition="IsAccountValid && !bManualMode", NoResetToDefault))
FString SelectedCommitText;
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
@@ -13,7 +13,7 @@ class FJsonObject;
/**
* An Actor to handle the receiving of Speckle objects into a level
*/
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType)
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType, HideCategories = (Collision, Rendering, Replication, HLOD, Physics, Networking, Input, Actor))
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
{
GENERATED_BODY()
+1 -1
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@@ -15,7 +15,7 @@ public class SpeckleUnreal : ModuleRules
//
// bUseUnity = false;
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.0\"");
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.2\"");
PublicIncludePaths.AddRange(
new string[] {
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.2",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",