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