// Copyright Epic Games, Inc. All Rights Reserved. #include "ThumbnailRendering/SkeletonThumbnailRenderer.h" #include "AssetToolsModule.h" #include "Misc/App.h" #include "ShowFlags.h" #include "SceneView.h" #include "Animation/Skeleton.h" #include "Engine/SkeletalMesh.h" #include "ThumbnailHelpers.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SkeletonThumbnailRenderer) USkeletonThumbnailRenderer::USkeletonThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } bool USkeletonThumbnailRenderer::CanVisualizeAsset(UObject* Object) { //The const version of GetPreviewMesh function simply return the preview mesh, it wont verify the skeleton compatibility. //If we are not compiling call the function that are verifying the compatibility. const USkeleton* ConstSkeleton = Cast(Object); USkeletalMesh* SkeletalMesh = ConstSkeleton->GetPreviewMesh(); if (!SkeletalMesh || !SkeletalMesh->IsCompiling()) { USkeleton* Skeleton = Cast(Object); //This case can stall this thread (GameThread) since it will verify this skeleton compatibility with the preview skeletal mesh. //If the skeletal mesh is compiling a wait until compile will happen when doing USkeletalMesh::GetSkeleton() constexpr bool bFindIfNotSet = true; SkeletalMesh = Skeleton->GetPreviewMesh(bFindIfNotSet); } //Only visualize thumbnail if the skeletal mesh preview exist and is not compiling and have valid render data return (SkeletalMesh && SkeletalMesh->IsReadyToRenderInThumbnail()); } void USkeletonThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { USkeleton* Skeleton = Cast(Object); TSharedRef ThumbnailScene = ThumbnailSceneCache.EnsureThumbnailScene(Object); FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked(TEXT("AssetTools")); const TSharedPtr AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(USkeleton::StaticClass()).Pin(); ThumbnailScene->SetDrawDebugSkeleton(true, AssetTypeActions->GetTypeColor()); if(Skeleton) { constexpr bool bFindIfNotSet = true; if(USkeletalMesh* SkeletalMesh = Skeleton->GetPreviewMesh(bFindIfNotSet)) { ThumbnailScene->SetSkeletalMesh(SkeletalMesh); } } AddAdditionalPreviewSceneContent(Object, ThumbnailScene->GetWorld()); FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game) ) .SetTime(UThumbnailRenderer::GetTime()) .SetAdditionalViewFamily(bAdditionalViewFamily)); ViewFamily.EngineShowFlags.DisableAdvancedFeatures(); ViewFamily.EngineShowFlags.MotionBlur = 0; ViewFamily.EngineShowFlags.LOD = 0; RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height)); ThumbnailScene->SetSkeletalMesh(nullptr); } EThumbnailRenderFrequency USkeletonThumbnailRenderer::GetThumbnailRenderFrequency(UObject* Object) const { USkeleton* Skeleton = Cast(Object); if(Skeleton) { if(USkeletalMesh* SkeletalMesh = Skeleton->GetPreviewMesh()) { return SkeletalMesh->GetResourceForRendering() != nullptr ? EThumbnailRenderFrequency::Realtime : EThumbnailRenderFrequency::OnPropertyChange; } } return EThumbnailRenderFrequency::OnPropertyChange; } void USkeletonThumbnailRenderer::BeginDestroy() { ThumbnailSceneCache.Clear(); Super::BeginDestroy(); }