// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetRegistry/AssetData.h" class UStaticMesh; class AStaticMeshActor; class FCADKernelRetessellateAction { public: static CADKERNELEDITOR_API bool CanRetessellate(UStaticMesh* StaticMesh); static CADKERNELEDITOR_API bool RetessellateArray(const TArray& StaticMeshes); static CADKERNELEDITOR_API bool Retessellate(UStaticMesh* StaticMesh) { return RetessellateArray(TArray{ StaticMesh }); } static CADKERNELEDITOR_API bool RetessellateArray(const TArray& Assets); static CADKERNELEDITOR_API bool Retessellate(const FAssetData& Asset) { return RetessellateArray({ Asset }); } static CADKERNELEDITOR_API bool RetessellateArray(const TArray& StaticMeshActors); static CADKERNELEDITOR_API bool Retessellate(AStaticMeshActor* StaticMeshActor) { return RetessellateArray({ StaticMeshActor }); } static CADKERNELEDITOR_API bool RetessellateLegacy(UStaticMesh& StaticMesh, FArchive& Ar); };