44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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//~=============================================================================
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// PhysicalMaterialMaskImport
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//~=============================================================================
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#pragma once
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#include "CoreMinimal.h"
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#include "PhysicalMaterials/PhysicalMaterialMask.h"
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#include "UObject/ObjectMacros.h"
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#include "Templates/SubclassOf.h"
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#include "Factories/Factory.h"
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#include "EditorReimportHandler.h"
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class FPhysicalMaterialMaskImport
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{
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public:
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// Create physical material mask texture
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static UNREALED_API void ImportMaskTexture(UPhysicalMaterialMask* PhysMatMask);
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// Reimport physical material mask texture
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static UNREALED_API EReimportResult::Type ReimportMaskTexture(UPhysicalMaterialMask* PhysMatMask);
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// Reimport physical material mask texture with new file
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static UNREALED_API EReimportResult::Type ReimportMaskTextureWithNewFile(UPhysicalMaterialMask* PhysMatMask);
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private:
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// Opens file dialog for texture selection
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static FString OpenMaskFileDialog();
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// Imports physical material mask texture
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static UTexture* ImportMaskTextureFile(UPhysicalMaterialMask* PhysMatMask, const FString& TextureFilename);
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// Returns file formats supported for mask texture.
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static void GetSupportedTextureFileTypes(TArray<FString>& OutFileFormats);
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// Returns texture source formats supported for mask texture.
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static void GetSupportedTextureSourceFormats(TArray<ETextureSourceFormat>& OutSourceFormats);
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// Helper to get dialog file type filter string
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static void GetFileTypeFilterString(FString& OutFileTypeFilter);
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};
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