add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes
This commit is contained in:
@@ -114,6 +114,7 @@ struct USGVirtualHandComponent::FImpl
|
||||
bool IsEditor() const;
|
||||
|
||||
FString GetDefaultMeshPath() const;
|
||||
bool IsUsingDefaultMesh() const;
|
||||
bool IsUsingUserMesh() const;
|
||||
USkeletalMesh* LoadDefaultMesh() const;
|
||||
void SetDefaultMesh() const;
|
||||
@@ -514,6 +515,30 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
|
||||
return MoveTemp(SkeletalMeshPath);
|
||||
}
|
||||
|
||||
bool USGVirtualHandComponent::FImpl::IsUsingDefaultMesh() const
|
||||
{
|
||||
const USkeletalMesh* CurrentMesh{GetMesh()};
|
||||
if (!IsValid(CurrentMesh))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const FString CurrentMeshPath(CurrentMesh->GetPathName());
|
||||
const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
|
||||
const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
|
||||
const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
|
||||
const FString RightHandDefaultMeshPathOnly(GetDefaultRightHandMeshPathOnly());
|
||||
if (CurrentMeshPath == LeftHandDefaultMeshPath
|
||||
|| CurrentMeshPath == LeftHandDefaultMeshPathOnly
|
||||
|| CurrentMeshPath == RightHandDefaultMeshPath
|
||||
|| CurrentMeshPath == RightHandDefaultMeshPathOnly)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
|
||||
{
|
||||
const USkeletalMesh* CurrentMesh{GetMesh()};
|
||||
|
||||
Reference in New Issue
Block a user