Persona

Classes

Name

Description

Public class

AAnimationEditorPreviewActor

Public class

FAnimAttributeEntry

Public struct

FAnimDocumentArgs

Public struct

FBlendSpaceEditorArgs

Public struct

FBlendSpacePreviewArgs

Public class

FBoneDragDropOp

FBoneDragDropOp.

Public class

FClothCreateSettingsCustomization

Public struct

FCopyOptions

Copy options structure for CopyPropertiesToCDO

Public class

FDisplayedBoneMappingInfo

Public class

FPersonaAssetEditorToolkit

Persona asset editor toolkit wrapper, used to auto inject the persona editor mode manager

Public class

FPersonaCommonCommands

Public struct

FPersonaEditModes

Editor mode constants.

Public class

FPersonaModule

Persona module manages the lifetime of all instances of Persona editors.

Public struct

FPersonaTabs

Tab constants.

Public struct

FPersonaToolkitArgs

Initialization parameters for persona toolkits

Public struct

FPersonaViewportArgs

Arguments used to create a persona viewport tab

Public struct

FPersonaViewportNotificationOptions

Public class

FPhysicsAssetRenderInterface

Public struct

FPhysicsAssetRenderSettings

Per Physics Asset parameters that determine how debug draw functions should render that asset in an editor viewport.

Public class

FSkinWeightImportOptionsCustomization

Details customization for the import object, used to hide certain properties when needed and ensure we do not get duplicate profile names

Public struct

FSkinWeightProfileHelpers

Set of editor-only helper functions used by various bits of UI related to Skin Weight profiles

Public class

FSocketDragDropOp

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

HPersonaBoneHitProxy

Public struct

HPersonaSocketHitProxy

Public class

IAnimationSequenceBrowser

Public class

IAnimSequenceCurveEditor

Interface to the curve editor tab in the anim sequence editor

Public class

IAssetFamily

Represents a group of related assets, e.g. a skeleton, its animations and skeletal meshes

Public class

IBlendSpaceAnalysisFeature

Users wishing to add their own analysis functions and structures should inherit from this, implement the virtual functions, and register an instance with IModularFeatures.

Public class

IHasPersonaToolkit

Interface implemented by objects that hold a persona toolkit

Public class

IPersonaEditMode

Public class

IPersonaEditorModeManager

Public class

IPersonaManagerContext

Persona-specific extensions to the asset editor mode manager

Public class

IPersonaPreviewScene

Public class

IPersonaToolkit

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

Public class

IPersonaViewport

Abstract viewport that can save and restore state

Public struct

IPersonaViewportState

Opaque state interface for saving and restoring viewport state

Public class

IPhysicsAssetRenderInterface

Public class

SAnimAttributeEntry

Public class

SAnimAttributeView

Public class

SBoneMappingBase

Public class

SBoneMappingListRow

Public class

SBoneSelectionWidget

Public class

SBoneTreeMenu

Public class

SCreateClothingSettingsPanel

Public class

SPoseAssetNameWidget

Public class

SReferenceSectionSelectionWidget

Public class

SSkinWeightProfileImportOptions

Public class

UAnimationSequenceBrowserContextMenuContext

Public class

UCachedAnalysisProperties

This will be used to preserve values as far as possible when switching between analysis functions, so it contains all the parameters used by the engine functions.

Public class

UEulerAnalysisProperties

Public class

ULinearAnalysisProperties

Public class

UPersonaEditorModeManagerContext

Public class

UPersonaManagerContext

Public class

UPersonaPreviewSceneController

Base class for preview scene controller (controls what the preview scene in persona does)

Public class

UPersonaToolMenuContext

Public class

UPhysicsAssetRenderUtilities

Factory class for FPhysicsAssetRenderSettings.

Public class

USkinWeightImportOptions

Typedefs

Name

Description

CreateBodyHitProxyFn

CreateConstraintHitProxyFn

FDisplayedBoneMappingInfoPtr

FGetCurrentRecording

FGetCurrentRecordingTime

FGetLodModel

FGetReferenceSkeleton

FGetSelectedBone

FGetSelectedSection

FGetSocketList

FIsRecordingActive

FOnAnimationSequenceBrowserCreated

Called back when an anim sequence browser is created

FOnAnimChanged

Anim changed

FOnAnimChangedMulticaster

Called when animation asset has been changed

FOnBlendSpaceCanvasDoubleClicked

Called when the blendspace canvas is double clicked.

FOnBlendSpaceNavigateDown

Called when the user navigates with pagedown.

FOnBlendSpaceNavigateUp

Called when the user navigates with pageup.

FOnBlendSpaceSampleAdded

Called when a blendspace sample point is added. Returns the new SampleIndex.

FOnBlendSpaceSampleDoubleClicked

Called when a blendspace sample point is double clicked.

FOnBlendSpaceSampleDuplicated

Called when a blendspace sample point is added.

FOnBlendSpaceSampleRemoved

Called when a blendspace sample point is removed.

FOnBlendSpaceSampleReplaced

Called when a blendspace sample point is replaced.

FOnBoneMappingChanged

FOnBoneSelectionChanged

FOnCreateBoneMapping

FOnCreateClothingRequested

FOnCreateViewport

Called when the preview viewport is created.

FOnDetailsCreated

Called back when a details panel is created

FOnEditCurves

Called to invoke the curve editor.

FOnExtendBlendSpaceSampleTooltip

Called to extend a sample's tooltip.

FOnGetAsset

Called to get an object (used by the asset details panel)

FOnGetBlendSpaceSampleName

Called to get the overridden name of a blend sample.

FOnGetBoneMapping

FOnGetFilteredText

FOnGetViewportText

Delegate used to provide custom text for the viewport corners

FOnInvokeTab

Called to invoke a specified tab.

FOnMeshClick

FOnMeshClickMulticaster

FOnObjectSelected

Called to display a selected object in a details panel.

FOnObjectsSelected

Called to display a selected object in a details panel.

FOnOpenNewAsset

Called to replace the currently edited asset or open it (depending on context)

FOnPreviewMeshChanged

Preview mesh changed

FOnPreviewMeshChangedMulticaster

Called when the preview mesh has been changed;.

FOnPreviewSceneCreated

Called back when a Persona preview scene is created

FOnPreviewSceneSettingsCustomized

Called back when a Persona preview scene settings are customized

FOnRegisterLayoutExtensions

Called back to register common layout extensions

FOnRegisterTabs

Called back to register tabs

FOnRemoveAttachedComponentFilter

The delegate to check if the attach component can be removed.

FOnSectionSelectionChanged

FOnSelectBlendProfile

Called when a blend profile is selected in the blend profile tab.

FOnSelectedBoneChanged

FOnSelectedBoneChangedMulticaster

The selected bone changed.

FOnSelectedLODChanged

FOnSelectedLODChangedMulticaster

The selected LOD changed.

FOnSelectedSocketChanged

FOnSelectedSocketChangedMulticaster

The selected socket changed.

FOnSetBlendSpacePreviewPosition

Called to let the blendspace editor UI set the preview position of an external blendspace node.

FOnStopEditingCurves

Called to stop editing curves in the curve editor

FOnViewportCreated

Called back when a viewport is created

FPersonaViewportKeyDownDelegate

FRecord

FStopRecording

FTickRecording

GetPrimitiveRef

GetPrimitiveTransformRef

SBoneMappingListType

Enums

Name

Description

Public enum

EAnalysisEulerAxis

Public enum

EAnalysisLinearAxis

Public enum

EAnalysisSpace

Public enum

EPreviewSceneDefaultAnimationMode

Modes that the preview scene defaults to (usually depending on asset editor context)

Public enum

EViewportCorner

Places that viewport text can be placed

Public enum

PersonaUtils::ECopyOptions

Options for CopyPropertiesToCDO

Functions

Name Description

Public function Static

bool

 

BlendSpaceAnalysis::CalculateAngularVelocity

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Public function

void

 

BlendSpaceAnalysis::CalculateBoneOrientation

(
    FVector& RollPitchYaw,
    const UAnimSequence& Animation,
    const int32 Key,
    const FName BoneName,
    const FTransform& BoneOffset,
    const T& AnalysisProperties,
    const FVector& FrameFacingDir,
    const FVector& FrameRightDir,
    const FVector& FrameUpDir
)

Public function Static

bool

 

BlendSpaceAnalysis::CalculateComponentSampleValue

(
    double& Result,
    const FunctionType& Fn,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Helper to extract the component from the FVector functions

Public function Static

bool

 

BlendSpaceAnalysis::CalculateComponentSampleValue

(
    float& Result,
    const FunctionType& Fn,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Helper to extract the component from the FVector functions

Public function Static

bool

 

BlendSpaceAnalysis::CalculateDeltaOrientation

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Note that if a looping animation has 56 keys, then its first key is 0 and last is 55, but these will be identical poses.

Public function Static

bool

 

BlendSpaceAnalysis::CalculateDeltaPosition

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Public function

void

 

BlendSpaceAnalysis::CalculateFrameTM

(
    bool& bNeedToUpdateFrameTM,
    FTransform& FrameTM,
    const int32 SampleKey,
    const T& AnalysisProperties,
    const UAnimSequence& Animation
)

Public function Static

bool

 

BlendSpaceAnalysis::CalculateOrientation

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Note that if a looping animation has 56 keys, then its first key is 0 and last is 55, but these will be identical poses.

Public function Static

bool

 

BlendSpaceAnalysis::CalculateOrientationRate

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Public function Static

bool

 

BlendSpaceAnalysis::CalculatePosition

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Public function Static

bool

 

BlendSpaceAnalysis::CalculateVelocity

(
    FVector& Result,
    const UBlendSpace& BlendSpace,
    const T* AnalysisProperties,
    const UAnimSequence& Animation,
    const float RateScale
)

Public function

FVector

 

BlendSpaceAnalysis::GetAxisFromTM

(
    const FTransform& TM,
    EAnalysisLinearAxis Axis
)

Public function

bool

 

BlendSpaceAnalysis::GetBoneInfo

(
    const UAnimSequence& Animation,
    const FBoneSocketTarget& BoneSocke...,
    FTransform& BoneOffset,
    FName& BoneName
)

Retrieves the bone index and transform offset given the BoneSocketTarget. Returns true if found.

Public function

FTransform

 

BlendSpaceAnalysis::GetBoneTransform

(
    const UAnimSequence& Animation,
    int32 Key,
    const FName& BoneName
)

Public function

void

 

BlendSpaceAnalysis::GetFrameDirs

(
    FVector& FrameFacingDir,
    FVector& FrameUpDir,
    FVector& FrameRightDir,
    const FTransform& FrameTM,
    const T& AnalysisProperties
)

Public function

void

 

PhysicsAssetRender::DebugDrawBodies

(
    USkeletalMeshComponent*const S...,
    UPhysicsAsset*const PhysicsAss...,
    FPrimitiveDrawInterface* PDI,
    GetPrimitiveRef< FColor > GetPrimit...,
    GetPrimitiveRef< class UMaterialInt...,
    GetPrimitiveTransformRef GetPrimiti...,
    CreateBodyHitProxyFn CreateHitProxy
)

Debug draw Physics Asset bodies using the supplied custom callbacks

Variables

Name Description

Public variable

IHasPersonaTool...

 

GetOnAssetFamilyChanged

Public variable

const FName

 

PersonaAppName

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