// Copyright Epic Games, Inc. All Rights Reserved. #include "Factories/Texture2dArrayThumbnailRenderer.h" #include "Engine/Texture2DArray.h" #include "ThumbnailRendering/ThumbnailManager.h" UTexture2DArrayThumbnailRenderer::UTexture2DArrayThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UTexture2DArrayThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const { OutWidth = 0; OutHeight = 0; UTexture2DArray* TextureArray = Cast(Object); if (TextureArray != nullptr) { // Let the base class get the size of a face Super::GetThumbnailSize(TextureArray, Zoom, OutWidth, OutHeight); } } void UTexture2DArrayThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) { UTexture2DArray* TextureArray = Cast(Object); if (TextureArray != nullptr) { Super::Draw(TextureArray, X, Y, Width, Height, nullptr, Canvas, bAdditionalViewFamily); } }