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