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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/PropertySets/WeightMapSetProperties.h
Marc Audy 11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00

46 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveTool.h"
#include "WeightMapSetProperties.generated.h"
struct FMeshDescription;
/**
* Basic Tool Property Set that allows for selecting from a list of FNames (that we assume are Weight Maps)
*/
UCLASS()
class MODELINGCOMPONENTS_API UWeightMapSetProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Select vertex weight map. If configured, the weight map value will be sampled to modulate displacement intensity. */
UPROPERTY(EditAnywhere, Category = WeightMap, meta = (GetOptions = GetWeightMapsFunc))
FName WeightMap;
// this function is called provide set of available weight maps
UFUNCTION()
TArray<FString> GetWeightMapsFunc();
// internal list used to implement above
UPROPERTY(meta = (TransientToolProperty))
TArray<FString> WeightMapsList;
UPROPERTY(EditAnywhere, Category = WeightMap)
bool bInvertWeightMap = false;
// set list of weightmap FNames explicitly. Adds "None" as first option.
void InitializeWeightMaps(const TArray<FName>& WeightMapNames);
// set list of weightmap FNames based on per-vertex float attributes in MeshDescription. Adds "None" as first option.
void InitializeFromMesh(const FMeshDescription* Mesh);
// return true if any option other than "None" is selected
bool HasSelectedWeightMap() const;
};