// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" class UPreviewMesh; class UToolTarget; class AActor; namespace UE { namespace Geometry { class FDynamicMesh3; /** * Updates a tool property set's UVLayerNamesList from the list of UV layers * on a given mesh. Also updates the UVLayer property if the current UV layer * is no longer available. * * @param UVLayer Selected UV Layer. * @param UVLayerNamesList List of available UV layers. * @param Mesh the mesh to query */ MESHMODELINGTOOLSEXP_API void UpdateUVLayerNames(FString& UVLayer, TArray& UVLayerNamesList, const FDynamicMesh3& Mesh); MESHMODELINGTOOLSEXP_API UPreviewMesh* CreateBakePreviewMesh(UObject* Tool, UToolTarget* ToolTarget, UWorld* World); /** @return AActor that owns a DynamicMeshComponent from a tool target, or nullptr if there is no such Actor */ MESHMODELINGTOOLSEXP_API AActor* GetTargetActorViaIPersistentDynamicMeshSource(UToolTarget* Target); } // namespace Geometry } // namespace UE