IPersonaToolkit

Reusable 'Persona' features for asset editors concerned with USkeleton-related assets

Windows
MacOS
Linux

References

Module

Persona

Header

/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h

Include

#include "IPersonaToolkit.h"

Syntax

class IPersonaToolkit

Remarks

Reusable 'Persona' features for asset editors concerned with USkeleton-related assets

Destructors

Name Description

Public function Virtual

~IPersonaToolkit()

Virtual destructor

Functions

Name Description

Public function Const

UAnimationAs...

 

GetAnimationAsset()

Get the animation asset that we are editing

Public function Const

UAnimBluepri...

 

GetAnimBlueprint()

Get the anim blueprint that we are editing

Public function Const

FName

 

GetContext()

Get the context in which this toolkit is being used (usually the class name of the asset)

Public function Virtual Const

int32

 

GetCustomData

(
    const int32 Key
)

Retrieve editor custom data. Return INDEX_NONE if the key is invalid

Public function Const

TSharedPtr< ...

 

GetEditableSkeleton()

Get the editable skeleton that we are editing

Public function Const

USkeletalMes...

 

GetMesh()

Get the skeletal mesh that we are editing

Public function Const

UAnimBluepri...

 

GetPreviewAnimationBlueprint()

Get the preview anim blueprint, used to preview sub layers in context.

Public function Const

USkeletalMes...

 

GetPreviewMesh()

Set the preview mesh, according to context (mesh, skeleton or animation etc.)

Public function Const

UDebugSkelMe...

 

GetPreviewMeshComponent()

Get the preview component that we are using

Public function Const

TSharedRef< ...

 

GetPreviewScene()

Get the preview scene that we are using

Public function Const

USkeleton &#...

 

GetSkeleton()

Get the skeleton that we are editing

Public function

void

 

SetAnimationAsset

(
    UAnimationAsset* InAnimationAs...
)

Set the animation asset we are editing

Public function Virtual

void

 

SetCustomData

(
    const int32 Key,
    const int32 CustomData
)

Store the custom data using the key.

Public function

void

 

SetMesh

(
    USkeletalMesh* InSkeletalMesh
)

Set the skeletal mesh we are editing

Public function

void

 

SetPreviewAnimationBlueprint

(
    UAnimBlueprint* InAnimBlueprin...
)

Set the preview anim blueprint, used to preview sub layers in context.

Public function

void

 

SetPreviewMesh

(
    USkeletalMesh* InSkeletalMesh,
    bool bSetPreviewMeshInAsset
)

Set the preview mesh, according to context (mesh, skeleton or animation etc.)

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