// Copyright Epic Games, Inc. All Rights Reserved. #include "ThumbnailRendering/PhysicalMaterialMaskThumbnailRenderer.h" #include "CanvasItem.h" #include "Engine/Engine.h" #include "EngineGlobals.h" #include "PhysicalMaterials/PhysicalMaterialMask.h" #include "CanvasTypes.h" UPhysicalMaterialMaskThumbnailRenderer::UPhysicalMaterialMaskThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UPhysicalMaterialMaskThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const { UPhysicalMaterialMask* PhysMatMask = Cast(Object); if (PhysMatMask->MaskTexture != nullptr) { Super::GetThumbnailSize(PhysMatMask->MaskTexture, Zoom, OutWidth, OutHeight); } } void UPhysicalMaterialMaskThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily) { UPhysicalMaterialMask* PhysMatMask = Cast(Object); if (PhysMatMask->MaskTexture != nullptr) { Super::Draw(PhysMatMask->MaskTexture, X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily); } }