// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "CoreMinimal.h" #include "RenderMesh_Editor.h" struct CoreMesh; class RenderMesh_EditorScene: public RenderMesh_Editor { private: AActor* MeshActor; /// Actor that this rendermesh is associated to public: TEXTUREGRAPHENGINE_API RenderMesh_EditorScene(); TEXTUREGRAPHENGINE_API RenderMesh_EditorScene(AActor* actor); TEXTUREGRAPHENGINE_API RenderMesh_EditorScene(RenderMesh* parent, TArray meshes, MaterialInfoPtr matInfo); TEXTUREGRAPHENGINE_API AsyncActionResultPtr Load(); TEXTUREGRAPHENGINE_API void PrepareForRendering(UWorld* world, FVector scale) override; TEXTUREGRAPHENGINE_API void RemoveActors() override; }; typedef std::shared_ptr RenderMesh_EditorScenePtr; #endif