Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/SelectAllInClusterCommand.h
Ryan Durand 28d3d740dd (Integrating from Dev-EngineMerge to Main)
Second batch of remaining Engine copyright updates.

#rnx
#rb none
#jira none

[CL 10871196 by Ryan Durand in Main branch]
2019-12-27 07:44:07 -05:00

31 lines
882 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EngineDefines.h"
#include "MeshEditorCommands.h"
#include "EditableMesh.h"
#include "GeometryCollectionCommandCommon.h"
#include "SelectAllInClusterCommand.generated.h"
/** Select all nodes in cluster */
UCLASS()
class USelectAllInClusterCommand : public UMeshEditorInstantCommand, public FGeometryCollectionCommandCommon
{
public:
GENERATED_BODY()
protected:
// Overrides
virtual EEditableMeshElementType GetElementType() const override
{
return EEditableMeshElementType::Fracture;
}
virtual void RegisterUICommand(class FBindingContext* BindingContext) override;
virtual void Execute(class IMeshEditorModeEditingContract& MeshEditorMode) override;
private:
void SelectAllInCluster(IMeshEditorModeEditingContract& MeshEditorMode, TArray<AActor*>& SelectedActors);
};