#include <EditorMeshComponent.h>
Inherits EditorRenderComponentAdapter< MeshComponentController, MeshComponent, MeshComponentConfig >, AzToolsFramework::EditorComponentSelectionRequestsBus::Handler, AzFramework::EntityDebugDisplayEventBus::Handler, and AZ::Render::MeshComponentNotificationBus::Handler.
Public Types | |
| using | BaseClass = EditorRenderComponentAdapter< MeshComponentController, MeshComponent, MeshComponentConfig > |
Public Member Functions | |
| AZ_EDITOR_COMPONENT (AZ::Render::EditorMeshComponent, EditorMeshComponentTypeId, BaseClass) | |
| EditorMeshComponent (const MeshComponentConfig &config) | |
| void | Activate () override |
| void | Deactivate () override |
| void | SetPrimaryAsset (const AZ::Data::AssetId &assetId) override |
| Called when you want to change the game asset through code (like when creating components based on assets). | |
Static Public Member Functions | |
| static void | Reflect (AZ::ReflectContext *context) |
In-editor mesh component. Conducts some additional listening and operations to ensure immediate effects when changing fields in the editor.