// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. #pragma once #include "MeshEditorCommands.h" #include "InsertEdgeLoop.generated.h" /** With an edge selected, inserts a loop of edge perpendicular to that edge while dragging */ UCLASS() class UInsertEdgeLoopCommand : public UMeshEditorEditCommand { GENERATED_BODY() protected: UInsertEdgeLoopCommand() { UndoText = NSLOCTEXT( "MeshEditor", "UndoInsertEdgeLoop", "Insert Edge Loop" ); bNeedsHoverLocation = true; bNeedsDraggingInitiated = false; } // Overrides virtual EEditableMeshElementType GetElementType() const override { return EEditableMeshElementType::Edge; } virtual void RegisterUICommand( class FBindingContext* BindingContext ) override; virtual void ApplyDuringDrag( IMeshEditorModeEditingContract& MeshEditorMode, class UViewportInteractor* ViewportInteractor ) override; virtual void AddToVRRadialMenuActionsMenu( class IMeshEditorModeUIContract& MeshEditorMode, class FMenuBuilder& MenuBuilder, TSharedPtr CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode ) override; };