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UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/PropertySets/WeightMapSetProperties.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

52 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveTool.h"
#include "WeightMapSetProperties.generated.h"
#define UE_API MODELINGCOMPONENTS_API
struct FMeshDescription;
/**
* Basic Tool Property Set that allows for selecting from a list of FNames (that we assume are Weight Maps)
*/
UCLASS(MinimalAPI)
class UWeightMapSetProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Select vertex weight map. If configured, the weight map value will be sampled to modulate displacement intensity. */
UPROPERTY(EditAnywhere, Category = WeightMap, meta = (GetOptions = GetWeightMapsFunc))
FName WeightMap;
// this function is called provide set of available weight maps
UFUNCTION()
UE_API TArray<FString> GetWeightMapsFunc();
// internal list used to implement above
UPROPERTY(meta = (TransientToolProperty))
TArray<FString> WeightMapsList;
UPROPERTY(EditAnywhere, Category = WeightMap)
bool bInvertWeightMap = false;
// set list of weightmap FNames explicitly. Adds "None" as first option.
UE_API void InitializeWeightMaps(const TArray<FName>& WeightMapNames);
// set list of weightmap FNames based on per-vertex float attributes in MeshDescription. Adds "None" as first option.
UE_API void InitializeFromMesh(const FMeshDescription* Mesh);
// return true if any option other than "None" is selected
UE_API bool HasSelectedWeightMap() const;
// set selected weightmap from its position in the WeightMapsList
UE_API void SetSelectedFromWeightMapIndex(int32 Index);
};
#undef UE_API