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Can be hooked up to a UMeshOpPreviewWithBackgroundCompute to perform UV Transform operations.
Inherits from UObject so that it can hold a strong pointer to the settings UObject, which needs to be a UObject to be displayed in the details panel.
| Name | UUVEditorUVTransformOperatorFactory |
| Type | class |
| Header File | /Engine/Plugins/Editor/UVEditor/Source/UVEditorTools/Public/Operators/UVEditorUVTransformOp.h |
| Include Path | #include "Operators/UVEditorUVTransformOp.h" |
Syntax
UCLASS (MinimalAPI)
class UUVEditorUVTransformOperatorFactory :
public UObject ,
public UE::Geometry::IDynamicMeshOperatorFactory
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UUVEditorUVTransformOperatorFactory
- UE::Geometry::IDynamicMeshOperatorFactory → UUVEditorUVTransformOperatorFactory
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EdgeSelection | TOptional< TSet< int32 > > | Operators/UVEditorUVTransformOp.h | ||
| GetSelectedUVChannel | TUniqueFunction< int32()> | Operators/UVEditorUVTransformOp.h | ||
| OriginalMesh | TSharedPtr< UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe > | Operators/UVEditorUVTransformOp.h | ||
| Settings | TObjectPtr< UUVEditorUVTransformPropertiesBase > | Operators/UVEditorUVTransformOp.h | ||
| TargetTransform | FTransform | Operators/UVEditorUVTransformOp.h | ||
| TransformType | EUVEditorUVTransformType | Operators/UVEditorUVTransformOp.h | ||
| VertexSelection | TOptional< TSet< int32 > > | Operators/UVEditorUVTransformOp.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TUniquePtr< UE::Geometry::FDynamicMeshOperator > MakeNewOperator() |
IDynamicMeshOperatorFactory API. | Operators/UVEditorUVTransformOp.h |