bool FClassActorThumbnailScene::IsValidComponentForVisualization(UActorComponent* Component) { UPrimitiveComponent* PrimComp = Cast<UPrimitiveComponent>(Component); if ( PrimComp && PrimComp->IsVisible() && !PrimComp->bHiddenInGame ) { UStaticMeshComponent* StaticMeshComp = Cast<UStaticMeshComponent>(Component); if ( StaticMeshComp && StaticMeshComp->StaticMesh ) { return true; } USkeletalMeshComponent* SkelMeshComp = Cast<USkeletalMeshComponent>(Component); if ( SkelMeshComp && SkelMeshComp->SkeletalMesh ) { return true; } } return false; }