40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DatasmithCustomAction.h"
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#include "DatasmithImportOptions.h"
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#include "ParametricRetessellateAction.generated.h"
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UCLASS()
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class PARAMETRICSURFACEEXTENSION_API UParametricRetessellateAction : public UDatasmithCustomActionBase
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{
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GENERATED_BODY()
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public:
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virtual const FText& GetLabel() override;
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virtual const FText& GetTooltip() override;
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virtual bool CanApplyOnAssets(const TArray<FAssetData>& SelectedAssets) override;
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virtual void ApplyOnAssets(const TArray<FAssetData>& SelectedAssets) override;
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virtual bool CanApplyOnActors(const TArray<AActor*>& SelectedActors) override;
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virtual void ApplyOnActors(const TArray<AActor*>& SelectedActors) override;
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};
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UCLASS(config = Editor, Transient)
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class PARAMETRICSURFACEEXTENSION_API UParametricRetessellateActionOptions : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "NotVisible", meta = (ShowOnlyInnerProperties))
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FDatasmithRetessellationOptions Options;
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};
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