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Unreal Engine C++ API Reference > Editor > UnrealEd > ThumbnailRendering
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UThumbnailRenderer
- UDefaultSizedThumbnailRenderer
- USkeletonThumbnailRenderer
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/SkeletonThumbnailRenderer.h |
Include | #include "ThumbnailRendering/SkeletonThumbnailRenderer.h" |
Syntax
class USkeletonThumbnailRenderer : public UDefaultSizedThumbnailRenderer
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectInstanceThumbnailScene< FSkeletalMeshThumbnailScene, 128 > | ThumbnailSceneCache |
Constructors
Type | Name | Description | |
---|---|---|---|
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USkeletonThumbnailRenderer
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddAdditionalPreviewSceneContent
(
UObject* Object, |
Overridden from UThumbnailRenderer
Type | Name | Description | |
---|---|---|---|
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bool | CanVisualizeAsset
(
UObject* Object |
Begin UThumbnailRenderer Object. |
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void | Draw
(
UObject* Object, |
Draws a thumbnail for the object that was specified. |
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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 | |
---|---|---|---|
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void | BeginDestroy () |
UObject implementation. |