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Mechanic for selecting elements of a dynamic mesh in the UV editor. Interacts heavily with UUVToolSelectionAPI, which actually stores selections.
| Name | UUVEditorMeshSelectionMechanic |
| Type | class |
| Header File | /Engine/Plugins/Editor/UVEditor/Source/UVEditorTools/Public/Selection/UVEditorMeshSelectionMechanic.h |
| Include Path | #include "Selection/UVEditorMeshSelectionMechanic.h" |
Syntax
UCLASS (MinimalAPI)
class UUVEditorMeshSelectionMechanic : public UInteractionMechanic
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInteractionMechanic → UUVEditorMeshSelectionMechanic
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UUVEditorMeshSelectionMechanic() |
Selection/UVEditorMeshSelectionMechanic.h |
Structs
| Name | Remarks |
|---|---|
| FRaycastResult |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ESelectionMode | UUVToolSelectionAPI::EUVEditorSelectionMode | Selection/UVEditorMeshSelectionMechanic.h | |
| FDynamicMeshAABBTree3 | UE::Geometry::FDynamicMeshAABBTree3 | Selection/UVEditorMeshSelectionMechanic.h | |
| FModeChangeOptions | UUVToolSelectionAPI::FSelectionMechanicModeChangeOptions | Selection/UVEditorMeshSelectionMechanic.h | |
| FUVToolSelection | UE::Geometry::FUVToolSelection | Selection/UVEditorMeshSelectionMechanic.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CtrlModifierID | const int32 | Selection/UVEditorMeshSelectionMechanic.h | |
| ShiftModifierID | const int32 | Selection/UVEditorMeshSelectionMechanic.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnDragSelectionChanged | FSimpleMulticastDelegate | Broadcasted whenever the marquee mechanic rectangle is changed, since these changes don't trigger normal selection broadcasts. | Selection/UVEditorMeshSelectionMechanic.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FInputRayHit BeginHoverSequenceHitTest
(
const FInputDeviceRay& PressPos, |
IHoverBehaviorTarget implementation. | Selection/UVEditorMeshSelectionMechanic.h | |
virtual void DrawHUD
(
FCanvas* Canvas, |
Selection/UVEditorMeshSelectionMechanic.h | ||
TArray< FUVToolSelection > GetAllCanonicalTrianglesInUnwrapRadius
(
const FVector2d& UnwrapWorldHitPoint, |
Selection/UVEditorMeshSelectionMechanic.h | ||
void Initialize
(
UWorld* World, |
Initialization functions. | Selection/UVEditorMeshSelectionMechanic.h | |
bool IsEnabled() |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual FInputRayHit IsHitByClick
(
const FInputDeviceRay& ClickPos, |
IClickBehaviorTarget implementation. | Selection/UVEditorMeshSelectionMechanic.h | |
virtual void LivePreviewDrawHUD
(
FCanvas* Canvas, |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void LivePreviewRender
(
IToolsContextRenderAPI* RenderAPI |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void OnBeginHover
(
const FInputDeviceRay& DevicePos |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void OnClicked
(
const FInputDeviceRay& ClickPos, |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void OnEndHover() |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual bool OnUpdateHover
(
const FInputDeviceRay& DevicePos, |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void OnUpdateModifierState
(
int ModifierID, |
IModifierToggleBehaviorTarget implementation. | Selection/UVEditorMeshSelectionMechanic.h | |
bool RaycastCanonicals
(
const FRay& WorldRay, |
This is a helper method that doesn't get used in normal selection mechanic operation, but can be used by clients if they need to raycast canonical meshes, since the mechanic already keeps aabb trees for them. | Selection/UVEditorMeshSelectionMechanic.h | |
void SetIsEnabled
(
bool bIsEnabled |
Selection/UVEditorMeshSelectionMechanic.h | ||
void SetSelectionMode
(
ESelectionMode TargetMode, |
Sets selection mode for the mechanic. | Selection/UVEditorMeshSelectionMechanic.h | |
void SetShowHoveredElements
(
bool bShow |
Selection/UVEditorMeshSelectionMechanic.h | ||
void SetTargets
(
const TArray< TObjectPtr< UUVEditorToolMeshInput > >& TargetsIn |
Selection/UVEditorMeshSelectionMechanic.h |
Overridden from UInteractionMechanic
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Render
(
IToolsContextRenderAPI* RenderAPI |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void Setup
(
UInteractiveTool* ParentTool |
Selection/UVEditorMeshSelectionMechanic.h | ||
virtual void Shutdown() |
Selection/UVEditorMeshSelectionMechanic.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetHitTid
(
const FInputDeviceRay& ClickPos, |
Selection/UVEditorMeshSelectionMechanic.h | ||
TSharedPtr< FDynamicMeshAABBTree3 > GetMeshSpatial
(
int32 TargetId, |
Should be the same as the mode-level targets array, indexed by AssetID. | Selection/UVEditorMeshSelectionMechanic.h | |
void ModifyExistingSelection
(
TSet< int32 >& SelectionSetToModify, |
Selection/UVEditorMeshSelectionMechanic.h | ||
void OnDragRectangleChanged
(
const FCameraRectangle& CurrentRectangle, |
Selection/UVEditorMeshSelectionMechanic.h | ||
void OnDragRectangleFinished
(
const FCameraRectangle& Rectangle, |
Selection/UVEditorMeshSelectionMechanic.h | ||
void OnDragRectangleStarted() |
For marquee mechanic. | Selection/UVEditorMeshSelectionMechanic.h | |
bool ShouldAddToSelection() |
All four combinations of shift/ctrl down are assigned a behaviour. | Selection/UVEditorMeshSelectionMechanic.h | |
bool ShouldRemoveFromSelection() |
Selection/UVEditorMeshSelectionMechanic.h | ||
bool ShouldRestartSelection() |
Selection/UVEditorMeshSelectionMechanic.h | ||
bool ShouldToggleFromSelection() |
Selection/UVEditorMeshSelectionMechanic.h |