Navigation
Unreal Engine C++ API Reference > Editor > UnrealEd > ThumbnailRendering
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UThumbnailRenderer
- UDefaultSizedThumbnailRenderer
- USkeletalMeshThumbnailRenderer
- UControlRigThumbnailRenderer
- UIKRigThumbnailRenderer
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
Include | #include "ThumbnailRendering/SkeletalMeshThumbnailRenderer.h" |
Syntax
class USkeletalMeshThumbnailRenderer : public UDefaultSizedThumbnailRenderer
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
TObjectInstanceThumbnailScene< FSkeletalMeshThumbnailScene, 128 > | ThumbnailSceneCache |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
USkeletalMeshThumbnailRenderer
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | AddAdditionalPreviewSceneContent
(
UObject* Object, |
Overridden from UThumbnailRenderer
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | CanVisualizeAsset
(
UObject* Object |
Returns true if the renderer is capable of producing a thumbnail for the specified asset. |
![]() ![]() |
void | Draw
(
UObject* Object, |
Begin UThumbnailRenderer Object. |
![]() ![]() ![]() |
EThumbnailRenderFrequency | GetThumbnailRenderFrequency
(
UObject* Object |
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. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | BeginDestroy () |
UObject implementation. |