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| Name | USkeletalMeshThumbnailRenderer |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
| Include Path | #include "ThumbnailRendering/SkeletalMeshThumbnailRenderer.h" |
Syntax
UCLASS (Config=Editor, MinimalAPI)
class USkeletalMeshThumbnailRenderer : public UDefaultSizedThumbnailRenderer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UThumbnailRenderer → UDefaultSizedThumbnailRenderer → USkeletalMeshThumbnailRenderer
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletalMeshThumbnailRenderer
(
const FObjectInitializer& ObjectInitializer |
ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
Overridden from UThumbnailRenderer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanVisualizeAsset
(
UObject* Object |
Returns true if the renderer is capable of producing a thumbnail for the specified asset. | ThumbnailRendering/SkeletalMeshThumbnailRenderer.h | |
virtual void Draw
(
UObject* Object, |
Begin UThumbnailRenderer Object. | ThumbnailRendering/SkeletalMeshThumbnailRenderer.h | |
virtual 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. | ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
UObject implementation. | ThumbnailRendering/SkeletalMeshThumbnailRenderer.h |