// Copyright Epic Games, Inc. All Rights Reserved. #include "MeshPaintAdapterFactory.h" #include "IMeshPaintGeometryAdapterFactory.h" TArray> FMeshPaintAdapterFactory::FactoryList; TSharedPtr FMeshPaintAdapterFactory::CreateAdapterForMesh(UMeshComponent* InComponent, int32 InPaintingMeshLODIndex) { TSharedPtr Result; for (const auto& Factory : FactoryList) { Result = Factory->Construct(InComponent, InPaintingMeshLODIndex); if (Result.IsValid()) { break; } } return Result; } void FMeshPaintAdapterFactory::InitializeAdapterGlobals() { for (const auto& Factory : FactoryList) { Factory->InitializeAdapterGlobals(); } } void FMeshPaintAdapterFactory::AddReferencedObjectsGlobals(FReferenceCollector& Collector) { for (const auto& Factory : FactoryList) { Factory->AddReferencedObjectsGlobals(Collector); } } void FMeshPaintAdapterFactory::CleanupGlobals() { for (const auto& Factory : FactoryList) { Factory->CleanupGlobals(); } }