// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "CustomCharacterPartThumbnailRenderer.h" #include "CustomCharacterPart.h" #include "Engine/SkeletalMesh.h" #include "Materials/MaterialInstanceDynamic.h" #include "Engine/AssetManager.h" #include "Engine/StreamableManager.h" UCustomCharacterPartThumbnailRenderer::UCustomCharacterPartThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UCustomCharacterPartThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { UCustomCharacterPart* Part = Cast(Object); if (Part && Part->SkeletalMesh) { Super::Draw(Part->SkeletalMesh.LoadSynchronous(), X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily); } }