37 lines
1.0 KiB
C++
37 lines
1.0 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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class UPreviewMesh;
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class UToolTarget;
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class AActor;
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namespace UE
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{
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namespace Geometry
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{
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class FDynamicMesh3;
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/**
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* Updates a tool property set's UVLayerNamesList from the list of UV layers
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* on a given mesh. Also updates the UVLayer property if the current UV layer
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* is no longer available.
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*
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* @param UVLayer Selected UV Layer.
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* @param UVLayerNamesList List of available UV layers.
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* @param Mesh the mesh to query
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*/
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MESHMODELINGTOOLSEXP_API void UpdateUVLayerNames(FString& UVLayer, TArray<FString>& UVLayerNamesList, const FDynamicMesh3& Mesh);
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MESHMODELINGTOOLSEXP_API UPreviewMesh* CreateBakePreviewMesh(UObject* Tool, UToolTarget* ToolTarget, UWorld* World);
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/** @return AActor that owns a DynamicMeshComponent from a tool target, or nullptr if there is no such Actor */
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MESHMODELINGTOOLSEXP_API AActor* GetTargetActorViaIPersistentDynamicMeshSource(UToolTarget* Target);
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} // namespace Geometry
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} // namespace UE
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