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;
}