34 lines
962 B
C++
34 lines
962 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IDetailCustomization.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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class FReply;
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class IDetailLayoutBuilder;
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class UProceduralMeshComponent;
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class FProceduralMeshComponentDetails : public IDetailCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IDetailCustomization> MakeInstance();
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/** IDetailCustomization interface */
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virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
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/** Handle clicking the convert button */
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FReply ClickedOnConvertToStaticMesh();
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/** Is the convert button enabled */
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bool ConvertToStaticMeshEnabled() const;
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/** Util to get the ProcMeshComp we want to convert */
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UProceduralMeshComponent* GetFirstSelectedProcMeshComp() const;
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/** Cached array of selected objects */
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TArray< TWeakObjectPtr<UObject> > SelectedObjectsList;
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};
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