Files
UnrealEngineUWP/Engine/Source/Editor/SkeletalMeshEditor/Private/SkeletalMeshEditorCommands.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

22 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletalMeshEditorCommands.h"
#include "Framework/Commands/InputChord.h"
#include "Framework/Commands/UICommandInfo.h"
#define LOCTEXT_NAMESPACE "SkeletalMeshEditorCommands"
void FSkeletalMeshEditorCommands::RegisterCommands()
{
UI_COMMAND(ReimportMesh, "Reimport Base Mesh", "Reimport the base mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ReimportMeshWithNewFile, "Reimport Base Mesh With New File", "Reimport the base mesh using a new source file.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ReimportAllMesh, "Reimport Base Mesh + LODs", "Reimport the base mesh and all the custom LODs.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ReimportAllMeshWithNewFile, "Reimport Base Mesh + LODs With New File", "Reimport the base mesh using a new source file and all the custom LODs (No new source file for LODs).", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(BakeMaterials, "Bake Out Materials", "Bake out Materials for given LOD(s).", EUserInterfaceActionType::Button, FInputChord());
}
#undef LOCTEXT_NAMESPACE