From ab0230f17fda9d6505a32538e7fb8067bf5f0c7a Mon Sep 17 00:00:00 2001 From: Kevin Ring Date: Sun, 2 Feb 2025 07:52:14 +1100 Subject: [PATCH] Fix metadata component reference. --- Documentation/unreal-engine-3d-tiles.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Documentation/unreal-engine-3d-tiles.md b/Documentation/unreal-engine-3d-tiles.md index ad410671a..be784fcb5 100644 --- a/Documentation/unreal-engine-3d-tiles.md +++ b/Documentation/unreal-engine-3d-tiles.md @@ -46,7 +46,7 @@ In `prepareInLoadThread`, Cesium for Unreal receives a [Model](\ref CesiumGltf:: * Physics meshes are generated, if required. * Mesh vertex and index data for each `MeshPrimitive` are copied into an instance of Unreal's `FStaticMeshRenderData`. * An `FCesiumTextureResource` is created for each texture. This class is derived from Unreal's `FTextureResource` and is Unreal's low-level, render-thread representation of a texture. -* Feature IDs and metadata that are made available to a material via the [UCesiumEncodedMetadataComponent](\ref UCesiumEncodedMetadataComponent) are turned into additional textures. +* Feature IDs and metadata that are made available to a material via the [UCesiumFeaturesMetadataComponent](\ref UCesiumFeaturesMetadataComponent) are turned into additional textures. Then, in `prepareInMainThread`, we receive the `LoadedModelResult` produced above, and create all of the `UObject` instances from it, avoiding as much as possible copying or transforming any data.