// Copyright Epic Games, Inc. All Rights Reserved. /** * Fbx Importer UI options. */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "IPersonaToolkit.h" #include "Engine/SkeletalMesh.h" #include "Engine/SkinnedAssetCommon.h" #include "LODInfoUILayout.generated.h" UCLASS(HideCategories=Object, MinimalAPI) class ULODInfoUILayout : public UObject { GENERATED_UCLASS_BODY() public: void SetReferenceLODInfo(TWeakPtr InPersonaToolkit, int32 InLODIndex); void RefreshReferenceLODInfo(); TSharedPtr GetPersonaToolkit() const { check(PersonaToolkit.IsValid()); return PersonaToolkit.Pin(); } int32 GetLODIndex() const { return LODIndex; } virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; /** Struct containing information for a LOD level, such as materials to use, and when use the LOD. */ UPROPERTY(EditAnywhere, Category = LevelOfDetail) struct FSkeletalMeshLODInfo LODInfo; private: TWeakPtr PersonaToolkit; int32 LODIndex; };