Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/InsertEdgeLoop.h
Mike Fricker 41fb27cfab Mesh Editor: Minor refactor to improve extensibility of mesh commands
- Removed type-specific base classes for mesh editor commands
- We now have a different base class for 'instant' commands vs 'edit' commands instead
- Removed 'F1' shortcut for move mode.  Will be dealing with that soon.

#rb none

[CL 3428090 by Mike Fricker in Dev-Geometry branch]
2017-05-08 10:55:06 -04:00

34 lines
1.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshEditorCommands.h"
#include "InsertEdgeLoop.generated.h"
/** With an edge selected, inserts a loop of edge perpendicular to that edge while dragging */
UCLASS()
class UInsertEdgeLoopCommand : public UMeshEditorEditCommand
{
GENERATED_BODY()
protected:
UInsertEdgeLoopCommand()
{
UndoText = NSLOCTEXT( "MeshEditor", "UndoInsertEdgeLoop", "Insert Edge Loop" );
bNeedsHoverLocation = true;
bNeedsDraggingInitiated = false;
}
// Overrides
virtual EEditableMeshElementType GetElementType() const override
{
return EEditableMeshElementType::Edge;
}
virtual void RegisterUICommand( class FBindingContext* BindingContext ) override;
virtual void ApplyDuringDrag( IMeshEditorModeEditingContract& MeshEditorMode, class UViewportInteractor* ViewportInteractor ) override;
virtual void AddToVRRadialMenuActionsMenu( class IMeshEditorModeUIContract& MeshEditorMode, class FMenuBuilder& MenuBuilder, TSharedPtr<FUICommandList> CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode ) override;
};