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| Name | UToonProfileRenderer |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/ThumbnailRendering/ToonProfileRenderer.h |
| Include Path | #include "ThumbnailRendering/ToonProfileRenderer.h" |
Syntax
UCLASS ()
class UToonProfileRenderer : public UTextureThumbnailRenderer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UThumbnailRenderer → UTextureThumbnailRenderer → UToonProfileRenderer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UToonProfileRenderer
(
const FObjectInitializer& ObjectInitializer |
ThumbnailRendering/ToonProfileRenderer.h |
Functions
Public
Public Virtual
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/ToonProfileRenderer.h | |
virtual void Draw
(
UObject* Object, |
Draws a thumbnail for the object that was specified. | ThumbnailRendering/ToonProfileRenderer.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/ToonProfileRenderer.h | |
virtual void GetThumbnailSize
(
UObject* Object, |
Begin UThumbnailRenderer Object. | ThumbnailRendering/ToonProfileRenderer.h |