EM_Task/UnrealEd/Classes/ThumbnailRendering/WorldThumbnailRenderer.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/**
*
* This thumbnail renderer displays a given world
*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "ThumbnailRendering/DefaultSizedThumbnailRenderer.h"
#include "WorldThumbnailRenderer.generated.h"
class FCanvas;
class FRenderTarget;
class FSceneViewFamily;
UCLASS(config = Editor)
class UWorldThumbnailRenderer: public UDefaultSizedThumbnailRenderer
{
GENERATED_UCLASS_BODY()
// Begin UThumbnailRenderer Object
virtual bool CanVisualizeAsset(UObject* Object) override;
virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) override;
// End UThumbnailRenderer Object
private:
void GetView(UWorld* World, FSceneViewFamily* ViewFamily, int32 X, int32 Y, uint32 SizeX, uint32 SizeY) const;
private:
/** Offset used to orient all worlds to show a more vertical camera, if necessary. Individual thumbnail infos can provide additional offset. */
UPROPERTY(config)
float GlobalOrbitPitchOffset;
/** Offset used to orient all worlds to face the camera in degrees when using a perspective camera. Individual thumbnail infos can provide additional offset. */
UPROPERTY(config)
float GlobalOrbitYawOffset;
/** If true, all world thumbnails will be rendered unlit. This is useful in games that have shared lighting in a common map */
UPROPERTY(config)
bool bUseUnlitScene;
/** If false, all world thumbnails rendering will be disabled */
UPROPERTY(config)
bool bAllowWorldThumbnails;
};