Navigation
Unreal Engine C++ API Reference > Editor > UnrealEd > ThumbnailRendering
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UThumbnailRenderer
- UCurveFloatThumbnailRenderer
- UCurveLinearColorThumbnailRenderer
- UCurveVector3ThumbnailRenderer
- UDefaultSizedThumbnailRenderer
- UAnimBlueprintThumbnailRenderer
- UAnimSequenceThumbnailRenderer
- UBlendSpaceThumbnailRenderer
- UBlueprintThumbnailRenderer
- UClassThumbnailRenderer
- UFleshAssetThumbnailRenderer
- UGeometryCollectionThumbnailRenderer
- UIKRetargeterThumbnailRenderer
- ULevelThumbnailRenderer
- UMaterialFunctionThumbnailRenderer
- UMaterialInstanceThumbnailRenderer
- UPhysicsAssetThumbnailRenderer
- USkeletalMeshThumbnailRenderer
- UIKRigThumbnailRenderer
- USkeletonThumbnailRenderer
- USlateBrushThumbnailRenderer
- USoundWaveThumbnailRenderer
- UStaticMeshThumbnailRenderer
- UVolumeTextureThumbnailRenderer
- UWorldThumbnailRenderer
- UTextureThumbnailRenderer
- UFontThumbnailRenderer
- UNeuralProfileRenderer
- UParticleSystemThumbnailRenderer
- UPhysicalMaterialMaskThumbnailRenderer
- USpecularProfileRenderer
- USubsurfaceProfileRenderer
- UTexture2DArrayThumbnailRenderer
- UTextureCubeArrayThumbnailRenderer
- UTextureCubeThumbnailRenderer
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/ThumbnailRenderer.h |
Include | #include "ThumbnailRendering/ThumbnailRenderer.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UThumbnailRenderer : public UObject
Remarks
This is an abstract base class that is used to define the interface that UnrealEd will use when rendering a given object's thumbnail. The editor only calls the virtual rendering function.
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
UThumbnailRenderer
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
bool | AllowsRealtimeThumbnails
(
UObject* Object |
Checks to see if the specified asset supports realtime thumbnails, which will cause them to always be rerendered to reflect any changes made to the asset. |
![]() ![]() |
bool | CanVisualizeAsset
(
UObject* Object |
Returns true if the renderer is capable of producing a thumbnail for the specified asset. |
![]() ![]() |
void | Draws a thumbnail for the object that was specified. | |
![]() ![]() |
void | Draws a thumbnail for the object that was specified. | |
![]() ![]() ![]() |
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. |
![]() ![]() ![]() |
void | GetThumbnailSize
(
UObject* Object, |
Calculates the size the thumbnail would be at the specified zoom level |
![]() ![]() |
FGameTime | GetTime () |
|
![]() ![]() |
void | RenderViewFamily
(
FCanvas* Canvas, |
|
![]() ![]() |
void | RenderViewFamily
(
FCanvas* Canvas, |
Renders the thumbnail's view family. |