// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "ImageCore.h" class UTexture; class UTextureFactory; namespace UE::NormalMapIdentification { /** * Checks if the given mip view of the given texture looks like if contains normal map data, and if so * updates the texture compression settings to be for a normal map. Additionally fires off a UI * notification with a revert option, as this is a guess and could very well be wrong. * * This does not examine the entire mip but instead checks small chunks across the mip. * * This should be called when texture properties are safe to edit (i.e. between Pre/PostEditChange). * * @return true if the asset was identified as normal */ bool TEXTUREUTILITIESCOMMON_API HandleAssetPostImport( UTexture* InTexture, const FImageView& InMipToAnalyze ); } #endif ///WITH_EDITOR