Files
UnrealEngineUWP/Engine/Source/Editor/Kismet/Private/InstancedStaticMeshSCSEditorCustomization.h
ben hoffman 6f6f88bbc0 [Blueprints]
Replace uses of the old SCSEditor with the new Subobject Editor in Blueprints.

The behavior will be functionally the same, but now has a properly seperated data model for modifying subobjects in the editor.

#jira UE-64131
#jira UE-112228
#jira UE-29873

#rb phillip.kavan

[CL 16315302 by ben hoffman in ue5-main branch]
2021-05-13 13:41:33 -04:00

33 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "EditorViewportClient.h"
#include "BlueprintEditorModule.h"
#include "ISCSEditorCustomization.h"
class USceneComponent;
class FInstancedStaticMeshSCSEditorCustomization : public ISCSEditorCustomization
{
public:
static TSharedRef<ISCSEditorCustomization> MakeInstance(TSharedRef< class IBlueprintEditor > InBlueprintEditor);
public:
/** ISCSEditorCustomization interface */
virtual bool HandleViewportClick(const TSharedRef<FEditorViewportClient>& InViewportClient, class FSceneView& InView, class HHitProxy* InHitProxy, FKey InKey, EInputEvent InEvent, uint32 InHitX, uint32 InHitY) override;
virtual bool HandleViewportDrag(const USceneComponent* InComponentScene, class USceneComponent* InComponentTemplate, const FVector& InDeltaTranslation, const FRotator& InDeltaRotation, const FVector& InDeltaScale, const FVector& InPivot) override;
virtual bool HandleGetWidgetLocation(const USceneComponent* InSceneComponent, FVector& OutWidgetLocation) override;
virtual bool HandleGetWidgetTransform(const USceneComponent* InSceneComponent, FMatrix& OutWidgetTransform) override;
protected:
/** Ensure that selection bits are in sync w/ the number of instances */
void ValidateSelectedInstances(class UInstancedStaticMeshComponent* InComponent);
private:
/** The blueprint editor we are bound to */
TWeakPtr<class IBlueprintEditor> BlueprintEditorPtr;
};