ISkeletonTree

Interface used to deal with skeleton editing UI

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

SkeletonEditor

Header

/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTree.h

Include

#include "ISkeletonTree.h"

Syntax

class ISkeletonTree : public SCompoundWidget

Remarks

Interface used to deal with skeleton editing UI

Functions

Name Description

Public function

void

 

AttachAssets

(
    const TSharedRef< class ISkeletonTr...,
    const TArray< FAssetData >& AssetD...
)

Attached the supplied assets to the tree to the specified attach item (bone/socket)

Public function

void

 

DeselectAll()

Deselect everything that is currently selected

Public function

void

 

DuplicateAndSelectSocket

(
    const FSelectedSocketInfo& SocketI...,
    const FName& NewParentBoneName
)

Duplicate the socket and select it

Public function Const

TSharedRef< ...

 

GetEditableSkeleton()

Get editable skeleton that this widget is editing

Public function Const

TSharedPtr< ...

 

GetPinnedCommandList()

Get the pinned commands widget, if any, for this tree

Public function Const

TSharedPtr< ...

 

GetPreviewScene()

Get preview scene that this widget is editing

Public function Const

TSharedPtr< ...

 

GetSearchWidget()

Get the search box widget, if any, for this tree

Public function

UBlendProfil...

 

GetSelectedBlendProfile()

Gets the currently selected blend profile

Public function Const

TArray< TSha...

 

GetSelectedItems()

Get the selected items

Public function

void

 

Refresh()

Manually refresh the tree

Public function

void

 

RefreshFilter()

Manually refresh the tree filter

Public function

FDelegateHan...

 

RegisterOnSelectionChanged

(
    const FOnSkeletonTreeSelectionChang...
)

Registers a delegate to be called when the selected items have changed

Public function Const

void

 

SelectItemsBy

(
    TFunctionRef< bool...
)

Select items using the passed in predicate

Public function

void

 

SetSelectedBone

(
    const FName& InBoneName,
    ESelectInfo::Type InSelectInfo
)

Set the selected bone

Public function

void

 

SetSelectedSocket

(
    const FSelectedSocketInfo& InSocke...
)

Set the selected socket

Public function

void

 

SetSkeletalMesh

(
    USkeletalMesh* NewSkeletalMesh
)

Set the skeletal mesh we optionally work with

Public function

void

 

UnregisterOnSelectionChanged

(
    FDelegateHandle DelegateHandle
)

Unregisters a delegate to be called when the selected items have changed

Classes

Name

Description

Public struct

Columns

Deprecated Functions

Name Description

Public function

void

 

RegisterOnObjectSelected

(
    const FOnObjectSelected& Delegate
)

Please use RegisterOnSelectionChanged

Public function Virtual

void

 

SetSelectedBone

(
    const FName& InBoneName
)

Please call/implement SetSelectedBone with ESelectInfo

Public function

void

 

UnregisterOnObjectSelected

(
    SWidget* Widget
)

Please use UnregisterOnSelectionChanged

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss