// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "MeshPaintPrivatePCH.h" #include "MeshPaintAdapterFactory.h" TArray> FMeshPaintAdapterFactory::FactoryList; TSharedPtr FMeshPaintAdapterFactory::CreateAdapterForMesh(UMeshComponent* InComponent, int32 InPaintingMeshLODIndex, int32 InUVChannelIndex) { TSharedPtr Result; for (const auto& Factory : FactoryList) { Result = Factory->Construct(InComponent, InPaintingMeshLODIndex, InUVChannelIndex); if (Result.IsValid()) { break; } } return Result; }