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