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#rb none #rnx #ROBOMERGE-SOURCE: CL 12908995 via CL 12908996 via CL 12909001 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288) [CL 12909003 by ryan schmidt in Main branch]
261 lines
6.5 KiB
C++
261 lines
6.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MergeMeshesTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "ToolSetupUtil.h"
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#include "AssetGenerationUtil.h"
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#include "Selection/ToolSelectionUtil.h"
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#include "DynamicMesh3.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include "CompositionOps/VoxelMergeMeshesOp.h"
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#define LOCTEXT_NAMESPACE "UMergeMeshesTool"
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/*
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* ToolBuilder
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*/
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bool UMergeMeshesToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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const bool bHasBuildAPI = (this->AssetAPI != nullptr);
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const int32 MinRequiredComponents = 1;
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const bool bHasComponents = ToolBuilderUtil::CountComponents(SceneState, CanMakeComponentTarget) >= MinRequiredComponents;
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return ( bHasBuildAPI && bHasComponents );
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}
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UInteractiveTool* UMergeMeshesToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
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{
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UMergeMeshesTool* NewTool = NewObject<UMergeMeshesTool>(SceneState.ToolManager);
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TArray<UActorComponent*> Components = ToolBuilderUtil::FindAllComponents(SceneState, CanMakeComponentTarget);
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check(Components.Num() > 0);
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TArray<TUniquePtr<FPrimitiveComponentTarget>> ComponentTargets;
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for (UActorComponent* ActorComponent : Components)
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{
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auto* MeshComponent = Cast<UPrimitiveComponent>(ActorComponent);
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if ( MeshComponent )
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{
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ComponentTargets.Add(MakeComponentTarget(MeshComponent));
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}
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}
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NewTool->SetSelection(MoveTemp(ComponentTargets));
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NewTool->SetWorld(SceneState.World);
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NewTool->SetAssetAPI(AssetAPI);
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return NewTool;
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}
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/*
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* Tool
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*/
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UMergeMeshesTool::UMergeMeshesTool()
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{
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}
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void UMergeMeshesTool::SetWorld(UWorld* World)
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{
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this->TargetWorld = World;
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}
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void UMergeMeshesTool::SetAssetAPI(IToolsContextAssetAPI* AssetAPIIn)
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{
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this->AssetAPI = AssetAPIIn;
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}
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void UMergeMeshesTool::Setup()
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{
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UInteractiveTool::Setup();
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MergeProps = NewObject<UMergeMeshesToolProperties>();
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AddToolPropertySource(MergeProps);
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MeshStatisticsProperties = NewObject<UMeshStatisticsProperties>(this);
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AddToolPropertySource(MeshStatisticsProperties);
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// Hide the source meshes
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for (auto& ComponentTarget : ComponentTargets)
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{
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ComponentTarget->SetOwnerVisibility(false);
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}
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// save transformed version of input meshes (maybe this could happen in the Operator?)
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CacheInputMeshes();
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// initialize the PreviewMesh+BackgroundCompute object
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Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this, "Preview");
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Preview->Setup(this->TargetWorld, this);
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Preview->OnMeshUpdated.AddLambda([this](UMeshOpPreviewWithBackgroundCompute* Compute) {
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MeshStatisticsProperties->Update(*Compute->PreviewMesh->GetPreviewDynamicMesh());
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});
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CreateLowQualityPreview(); // update the preview with a low-quality result
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Preview->ConfigureMaterials(
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ToolSetupUtil::GetDefaultSculptMaterial(GetToolManager()),
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
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);
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Preview->InvalidateResult(); // start compute
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool", "This Tool combines the input meshes into closed solids using voxelization techniques. UVs, sharp edges, and small/thin features will be lost. Increase Voxel Count to enhance accuracy."),
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EToolMessageLevel::UserNotification);
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}
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void UMergeMeshesTool::Shutdown(EToolShutdownType ShutdownType)
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{
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FDynamicMeshOpResult Result = Preview->Shutdown();
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if (ShutdownType == EToolShutdownType::Accept)
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{
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// Generate the result
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("MergeMeshes", "Merge Meshes"));
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GenerateAsset(Result);
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GetToolManager()->EndUndoTransaction();
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}
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// Hide or destroy the sources
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{
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if (MergeProps->bDeleteInputActors)
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GetToolManager()->BeginUndoTransaction(LOCTEXT("RemoveSources", "Remove Sources"));
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for (auto& ComponentTarget : ComponentTargets)
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{
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ComponentTarget->SetOwnerVisibility(true);
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AActor* Actor = ComponentTarget->GetOwnerActor();
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if (MergeProps->bDeleteInputActors)
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{
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Actor->Destroy();
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}
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else
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{
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// just hide the result.
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Actor->SetIsTemporarilyHiddenInEditor(true);
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}
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}
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if (MergeProps->bDeleteInputActors)
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GetToolManager()->EndUndoTransaction();
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}
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}
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else
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{
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// Restore (unhide) the source meshes
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for (auto& ComponentTarget : ComponentTargets)
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{
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ComponentTarget->SetOwnerVisibility(true);
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}
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}
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}
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void UMergeMeshesTool::OnTick(float DeltaTime)
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{
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Preview->Tick(DeltaTime);
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}
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bool UMergeMeshesTool::HasAccept() const
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{
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return true;
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}
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bool UMergeMeshesTool::CanAccept() const
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{
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return Preview->HaveValidResult();
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}
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void UMergeMeshesTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
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{
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Preview->InvalidateResult();
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}
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TUniquePtr<FDynamicMeshOperator> UMergeMeshesTool::MakeNewOperator()
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{
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TUniquePtr<FVoxelMergeMeshesOp> MergeOp = MakeUnique<FVoxelMergeMeshesOp>();
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MergeOp->VoxelCount = MergeProps->VoxelCount;
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MergeOp->AdaptivityD = MergeProps->MeshAdaptivity;
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MergeOp->IsoSurfaceD = MergeProps->OffsetDistance;
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MergeOp->bAutoSimplify = MergeProps->bAutoSimplify;
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MergeOp->InputMeshArray = InputMeshes;
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return MergeOp;
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}
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void UMergeMeshesTool::CacheInputMeshes()
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{
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InputMeshes = MakeShared<TArray<IVoxelBasedCSG::FPlacedMesh>>();
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// Package the selected meshes and transforms for consumption by the CSGTool
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for (auto& ComponentTarget : ComponentTargets)
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{
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IVoxelBasedCSG::FPlacedMesh PlacedMesh;
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PlacedMesh.Mesh = ComponentTarget->GetMesh();
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PlacedMesh.Transform = ComponentTarget->GetWorldTransform();
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InputMeshes->Add(PlacedMesh);
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}
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}
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void UMergeMeshesTool::CreateLowQualityPreview()
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{
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FProgressCancel NullInterrupter;
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FVoxelMergeMeshesOp MergeMeshesOp;
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MergeMeshesOp.VoxelCount = 12;
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MergeMeshesOp.AdaptivityD = 0.001;
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MergeMeshesOp.bAutoSimplify = true;
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MergeMeshesOp.InputMeshArray = InputMeshes;
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MergeMeshesOp.CalculateResult(&NullInterrupter);
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TUniquePtr<FDynamicMesh3> FastPreviewMesh = MergeMeshesOp.ExtractResult();
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Preview->PreviewMesh->SetTransform((FTransform)MergeMeshesOp.GetResultTransform());
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Preview->PreviewMesh->UpdatePreview(FastPreviewMesh.Get()); // copies the mesh @todo we could just give ownership to the Preview!
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Preview->SetVisibility(true);
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}
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void UMergeMeshesTool::GenerateAsset(const FDynamicMeshOpResult& Result)
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{
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check(Result.Mesh.Get() != nullptr);
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AActor* NewActor = AssetGenerationUtil::GenerateStaticMeshActor(
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AssetAPI, TargetWorld,
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Result.Mesh.Get(), Result.Transform, TEXT("MergedMesh"));
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if (NewActor != nullptr)
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{
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ToolSelectionUtil::SetNewActorSelection(GetToolManager(), NewActor);
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}
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}
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#undef LOCTEXT_NAMESPACE
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