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Add UInteractiveCommandResult, UInteractiveCommand::ExecuteCommand() now optionally can return a result subclass Add UGeometrySelectionEditCommandResult, UGeometrySelectionEditCommand now can optionally return an "output" selection via this type UGeometrySelectionManager::ExecuteSelectionCommand optionally can restore a selection after a command, via UGeometrySelectionEditCommandResult Add UDisconnectGeometrySelectionCommand, implements disconnection of selected triangles (ie separates but not into a new mesh) Add UModifyGeometrySelectionCommand, implements various selection edits (select all, expand to connected, invert, invert connected, expand, contract) Add IGeometrySelector::InitializeSelectionFromPredicate() and ::UpdateSelectionFromSelection(), implement in UDynamicMeshSelector, used to implement selection edit commands Add UI to enable new commands in Modeling Mode #rb none #preflight 63c047f4305002c64170f6a2 [CL 23667880 by ryan schmidt in ue5-main branch]
24 lines
918 B
C++
24 lines
918 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Selection/SelectionEditInteractiveCommand.h"
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#include "DisconnectGeometrySelectionCommand.generated.h"
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/**
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* UDisconnectGeometrySelectionCommand disconnects the geometric elements identified by the Selection.
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* Currently only supports mesh selections (Triangle and Polygroup types)
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* Disconnects selected faces, or faces connected to selected edges, or faces connected to selected vertices.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UDisconnectGeometrySelectionCommand : public UGeometrySelectionEditCommand
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{
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GENERATED_BODY()
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public:
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virtual FText GetCommandShortString() const override;
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virtual bool CanExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* Arguments) override;
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virtual void ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* Arguments, UInteractiveCommandResult** Result) override;
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}; |