// Copyright Epic Games, Inc. All Rights Reserved. #include "HeightfieldMinMaxTextureThumbnailRenderer.h" #include "Engine/Texture2D.h" #include "HeightfieldMinMaxTexture.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(HeightfieldMinMaxTextureThumbnailRenderer) UHeightfieldMinMaxTextureThumbnailRenderer::UHeightfieldMinMaxTextureThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } bool UHeightfieldMinMaxTextureThumbnailRenderer::CanVisualizeAsset(UObject* Object) { if (UHeightfieldMinMaxTexture* MinMaxTextureBuilder = Cast(Object)) { if (UTexture2D* Texture = MinMaxTextureBuilder->Texture.Get()) { return UTextureThumbnailRenderer::CanVisualizeAsset(Texture); } } return false; } void UHeightfieldMinMaxTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { if (UHeightfieldMinMaxTexture* MinMaxTextureBuilder = Cast(Object)) { if (UTexture2D* Texture = MinMaxTextureBuilder->Texture) { UTextureThumbnailRenderer::Draw(Texture, X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily); } } }