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#jira UETOOL-3823 #rb lonnie.li #preflight 617b1aea5794a500014f544a #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17972256 by michael balzer in ue5-release-engine-test branch]
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "InteractiveToolChange.h"
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#include "DynamicMeshSource.generated.h"
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class UDynamicMesh;
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class UDynamicMeshComponent;
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UINTERFACE()
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class MODELINGCOMPONENTS_API UPersistentDynamicMeshSource : public UInterface
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{
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GENERATED_BODY()
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};
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class MODELINGCOMPONENTS_API IPersistentDynamicMeshSource
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{
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GENERATED_BODY()
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public:
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/**
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* @return a UDynamicMesh for this source.
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*/
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virtual UDynamicMesh* GetDynamicMeshContainer() = 0;
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/**
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* Commit a change to the UDynamicMesh. The assumption here is that the Change has already been applied to
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* the UDynamicMesh returned by GetDynamicMeshContainer(). This function is used by Tools to provide that
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* change to higher levels for storage in undo systems/etc (eg the Editor Transaction system)
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*/
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virtual void CommitDynamicMeshChange(TUniquePtr<FToolCommandChange> Change, const FText& ChangeMessage) = 0;
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//
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// optional
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//
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/**
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* @return true if the UDynamicMesh comes from a UDynamicMeshComponent (or subclass)
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*/
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virtual bool HasDynamicMeshComponent() const { return false; }
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/**
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* @return the UDynamicMeshComponent that owns the source UDynamicMesh, if available
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*/
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virtual UDynamicMeshComponent* GetDynamicMeshComponent() { return nullptr; }
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};
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