// Copyright Epic Games, Inc. All Rights Reserved. /** * Thumbnail information for assets that need a scene and a primitive */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/SoftObjectPtr.h" #include "ThumbnailRendering/SceneThumbnailInfo.h" #include "ThumbnailRendering/ThumbnailManager.h" #include "SceneThumbnailInfoWithPrimitive.generated.h" UCLASS(MinimalAPI) class USceneThumbnailInfoWithPrimitive : public USceneThumbnailInfo { GENERATED_UCLASS_BODY() /** The type of primitive used in this thumbnail */ UPROPERTY(EditAnywhere, Category=Thumbnail) TEnumAsByte PrimitiveType; TOptional> DefaultPrimitiveType; /** The custom mesh used when the primitive type is TPT_None */ UPROPERTY(EditAnywhere, Category=Thumbnail, meta = (AllowedClasses = "/Script/Engine.StaticMesh,/Script/Engine.SkeletalMesh", ExactClass = "true")) FSoftObjectPath PreviewMesh; UPROPERTY() bool bUserModifiedShape; public: virtual void Serialize(FArchive& Ar) override; virtual void PostLoad() override; UNREALED_API virtual void ResetToDefault(); UNREALED_API virtual bool DiffersFromDefault() const; };