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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/PropertySets/WeightMapSetProperties.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "PropertySets/WeightMapSetProperties.h"
#include "WeightMapUtil.h"
void UWeightMapSetProperties::InitializeWeightMaps(const TArray<FName>& WeightMapNames)
{
// populate weight maps list
WeightMapsList.Add(TEXT("None"));
for (FName Name : WeightMapNames)
{
WeightMapsList.Add(Name.ToString());
}
if (WeightMapNames.Contains(WeightMap) == false) // discard restored value if it doesn't apply
{
WeightMap = FName(WeightMapsList[0]);
}
}
void UWeightMapSetProperties::InitializeFromMesh(const FMeshDescription* Mesh)
{
TArray<FName> TargetWeightMaps;
UE::WeightMaps::FindVertexWeightMaps(Mesh, TargetWeightMaps);
InitializeWeightMaps(TargetWeightMaps);
}
bool UWeightMapSetProperties::HasSelectedWeightMap() const
{
return WeightMap != FName(WeightMapsList[0]);
}
TArray<FString> UWeightMapSetProperties::GetWeightMapsFunc()
{
return WeightMapsList;
}
void UWeightMapSetProperties::SetSelectedFromWeightMapIndex(int32 Index)
{
if (Index < 0)
{
WeightMap = FName(WeightMapsList[0]);
}
else
{
WeightMap = FName(WeightMapsList[Index+1]);
}
}