UE Wingman renaming complete.
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#pragma once
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#include "CoreMinimal.h"
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#include "WingHandler.h"
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#include "WingFetcher.h"
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#include "WingServer.h"
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#include "WingUtils.h"
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#include "WingMaterialParameter.h"
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#include "MaterialTypes.h"
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#include "Material_DumpParameters.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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UCLASS()
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class UWing_Material_DumpParameters : public UObject, public IWingHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(meta=(Description="Material path"))
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FString Material;
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virtual FString GetDescription() const override
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{
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return TEXT("List all parameters on a Material, showing their default values.");
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}
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virtual void Handle() override
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{
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WingFetcher F;
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UMaterial* Mat = F.Asset(Material).Cast<UMaterial>();
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if (!Mat) return;
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auto AllParams = WingMaterialParameter::GetMaterialParameters(Mat);
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for (auto& [Info, Meta] : AllParams)
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{
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WingMaterialParameter::FormatMaterialParameter(Info, Meta);
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}
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if (AllParams.IsEmpty()) UWingServer::Printf(TEXT("No material parameters.\n"));
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}
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};
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