UVEditor: Add support for new launcher button to appear in the Modeling Mode UV tools category. Introduces a new GeometryProcessingInterface to connect Modeling Mode to the UV Editor plugin while allowing the UV Editor plugin to be optional still.

#rb Ryan.Schmidt
#preflight 63052b2b0061f895d02a06f2

[CL 21518175 by nathan mitchell in ue5-main branch]
This commit is contained in:
nathan mitchell
2022-08-23 16:01:30 -04:00
parent fb50b77a56
commit 7b4deab5ed
17 changed files with 272 additions and 0 deletions

View File

@@ -6,6 +6,7 @@
#include "Modules/ModuleManager.h"
#include "GeometryProcessingInterfaces/ApproximateActors.h"
#include "GeometryProcessingInterfaces/UVEditorAssetEditor.h"
//DEFINE_LOG_CATEGORY_STATIC(LogMeshReduction, Verbose, All);
@@ -38,3 +39,16 @@ IGeometryProcessing_ApproximateActors* FGeometryProcessingInterfacesModule::GetA
return ApproximateActors;
}
IGeometryProcessing_UVEditorAssetEditor* FGeometryProcessingInterfacesModule::GetUVEditorAssetEditorImplementation()
{
if (UVEditorAssetEditor == nullptr)
{
TArray<IGeometryProcessing_UVEditorAssetEditor*> UVEditorAssetEditorOptions =
IModularFeatures::Get().GetModularFeatureImplementations<IGeometryProcessing_UVEditorAssetEditor>(IGeometryProcessing_UVEditorAssetEditor::GetModularFeatureName());
UVEditorAssetEditor = (UVEditorAssetEditorOptions.Num() > 0) ? UVEditorAssetEditorOptions[0] : nullptr;
}
return UVEditorAssetEditor;
}