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    <title>CAbstractWorldmaker :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/cworldumodule/cabstractworldmaker/index.html</link>
    <description>Overview UCAbstractWorldmaker is the abstract base class for terrain generation. It manages the tile grid, LOD computation, async build pipeline, noise blending and mesh lifecycle. Concrete implementations (UCWorldmaker_ProceduralMesh, UCWorldmaker_DynamicMesh) provide the actual mesh creation.&#xA;Pure Virtual Functions Name Description isFirstStart Returns true if no mesh has been created yet cleanPmc Destroys the mesh component at a given UV index calculatePoint Computes tile mesh data (LOD, vertex count, transform) for a world/relative UV pair createPMC_sync Creates mesh components on the game thread from pre-calculated data debug Toggles debug material on/off for all mesh components // These must be implemented by subclasses: virtual bool isFirstStart() = 0; virtual void cleanPmc(FCUVIndex index, bool clearContent, bool remove = true) = 0; virtual void calculatePoint(const FCUVIndex&amp; world, const FCUVIndex&amp; rel) = 0; virtual void createPMC_sync(const TArray&lt;TPair&lt;FCUVIndex, FCUVIndex&gt;&gt;&amp; pairUVArray, bool poolStart, int poolSize) = 0; virtual void debug(bool onOff, UMaterialInterface* debugMaterial) = 0;Build Pipeline Name Description buildASync Entry point called by the spawner.</description>
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