Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/ConvertMeshesTool.h
David Hill a22eef8ce2 GeometryTools: Convert Meshes - fix bug in materials when converting multiple meshes and also hide the transfer materials option when converting to a volume.
#jira UE-166618
#preflight 634587a4e7396f4e6ef4a74b
#rb lonnie.li

[CL 22530153 by David Hill in ue5-main branch]
2022-10-14 13:37:21 -04:00

65 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "InteractiveToolQueryInterfaces.h" // IInteractiveToolExclusiveToolAPI
#include "PropertySets/CreateMeshObjectTypeProperties.h"
#include "ConvertMeshesTool.generated.h"
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UConvertMeshesToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
/**
* Standard properties of the Transfer operation
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UConvertMeshesToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "bShowTransferMaterials == true", EditConditionHides, HideEditConditionToggle))
bool bTransferMaterials = true;
// control whether the transfer materials option is displayed
UPROPERTY(meta = (TransientToolProperty))
bool bShowTransferMaterials = true;
};
UCLASS()
class MESHMODELINGTOOLSEXP_API UConvertMeshesTool : public UMultiSelectionMeshEditingTool,
// Disallow auto-accept switch-away for the tool
public IInteractiveToolExclusiveToolAPI
{
GENERATED_BODY()
public:
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
UPROPERTY()
TObjectPtr<UConvertMeshesToolProperties> BasicProperties;
UPROPERTY()
TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
};