// Copyright Epic Games, Inc. All Rights Reserved. #include "Factories/TextureCubeArrayThumbnailRenderer.h" #include "Engine/TextureCubeArray.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(TextureCubeArrayThumbnailRenderer) UTextureCubeArrayThumbnailRenderer::UTextureCubeArrayThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UTextureCubeArrayThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const { OutWidth = 0; OutHeight = 0; UTextureCubeArray* CubeMap = Cast(Object); if (CubeMap != nullptr) { // Let the base class get the size of a face Super::GetThumbnailSize(CubeMap, Zoom, OutWidth, OutHeight); } } void UTextureCubeArrayThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) { UTextureCubeArray* CubeMap = Cast(Object); if (CubeMap != nullptr) { Super::Draw(CubeMap, X, Y, Width, Height, nullptr, Canvas, bAdditionalViewFamily); } }