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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/ThumbnailRendering > API/Editor/UnrealEd/ThumbnailRendering/USkeletalMeshThumbnailRenderer
- UThumbnailRenderer::GetThumbnailRenderFrequency()
- USkeletalMeshThumbnailRenderer::GetThumbnailRenderFrequency()
- UIKRigThumbnailRenderer::GetThumbnailRenderFrequency()
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
Include | #include "ThumbnailRendering/SkeletalMeshThumbnailRenderer.h" |
Source | /Engine/Source/Editor/UnrealEd/Private/ThumbnailRendering/SkeletalMeshThumbnailRenderer.cpp |
virtual EThumbnailRenderFrequency GetThumbnailRenderFrequency
&40;
UObject &42; Object
&41; const
Remarks
- Override this method to control the render frequency for thumbnails in your editor Generally speaking you should use Realtime if you want an animated thumbnail, but if not it is expensive to use (per-frame draws) If not using realtime, the next best default is OnAssetSave, which updates the thumbnail only save. Remaining types are not suggested unless you have specific asset thumbnail update needs.
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The current default of Realtime maintains legacy behavior, but is overally agressive / for frequent than needed for most. ThumbnailRenderer-specific frequency for thumbnail updates