// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "EngineDefines.h" #include "MeshEditorCommands.h" #include "EditableMesh.h" #include "GeometryCollectionCommandCommon.h" #include "SelectSiblingsCommand.generated.h" /** Additionally select the siblings of the selected node */ UCLASS() class USelectSiblingsCommand : public UMeshEditorInstantCommand, public FGeometryCollectionCommandCommon { public: GENERATED_BODY() protected: // Overrides virtual EEditableMeshElementType GetElementType() const override { return EEditableMeshElementType::Fracture; } virtual void RegisterUICommand(class FBindingContext* BindingContext) override; virtual void Execute(class IMeshEditorModeEditingContract& MeshEditorMode) override; private: void SelectSiblings(IMeshEditorModeEditingContract& MeshEditorMode, TArray& SelectedActors); };