Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/MeshEditor.uplugin
Mike Fricker d8edc688cb Mesh Editor extensibility (phase 1)
- This is the first change toward making it easy to add new polygon modeling features in external plugins (or through scripting!)
- Added a new 'PolygonModeling' module to the MeshEditor plugin and moved the TessellatePolygon feature there
- New UMeshEditorPolygonCommand ABC class (and friends) for polygon editing features to inherit from
- MeshEditor now has a very minimal public API
- Experimenting with using multiple protected 'contract interfaces' for FMeshEditorMode to reduce public API size
- Some initial clean-ups to how selection/deselection works (reduce boilerplate.)
- Removed a bad use of 'friend' for FMeshElementViewportTransformable
- Moved a few functions around to either make them publicly accessible or to hide them
- Slate: Added support for registering UICommandInfos without a 'this' pointer

#codereview richard.talbotwatkin
#rb none

[CL 3367605 by Mike Fricker in Dev-Geometry branch]
2017-03-28 11:13:57 -04:00

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{
"FileVersion" : 3,
"Version" : 1,
"VersionName" : "1.0",
"FriendlyName" : "Mesh Editor",
"Description" : "Mesh editing system",
"Category" : "Editor",
"CreatedBy" : "Epic Games, Inc.",
"CreatedByURL" : "http://epicgames.com",
"DocsURL" : "",
"MarketplaceURL" : "",
"SupportURL" : "",
"EnabledByDefault" : true,
"CanContainContent" : true,
"IsBetaVersion" : false,
"Installed" : false,
"Modules" :
[
{
"Name" : "MeshEditor",
"Type" : "Editor",
"LoadingPhase" : "Default"
},
{
"Name" : "PolygonModeling",
"Type" : "Editor",
"LoadingPhase" : "Default"
}
]
}