| FPreviewScene | ||||
| FTickableEditorObject
|
Module |
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Header |
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h |
Include |
#include "IPersonaPreviewScene.h" |
class IPersonaPreviewScene : public FAdvancedPreviewScene
Name | Description | |
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IPersonaPreviewScene ( |
Constructor only here to pass ConstructionValues to base constructor |
Name | Description | ||
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bool |
AllowMeshHitProxies() |
Get whether or not to ignore mesh hit proxies |
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bool |
AttachObjectToPreviewComponent |
Attaches an object to the preview component using the supplied attach name, returning whether it was successfully attached or not |
|
bool |
BroadcastMeshClick ( |
Broadcasts that the preview mesh was clicked |
|
void |
BroadcastOnMorphTargetsChanged() |
Broadcasts that the preview mesh morph targets has changed |
|
void |
BroadcastOnSelectedLODChanged() |
Broadcast select LOD changed |
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void |
ClearRemoveAttachedComponentFilter() |
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void |
ClearSelectedActor() |
Clears the selected actor |
|
void |
ClearSelectedBone() |
Clears the selected bone on the preview component |
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void |
ClearSelectedSocket() |
Clears the selected socket on the preview component |
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void |
DeselectAll() |
Clears all selection on the preview component |
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void |
EnableWind ( |
Enable wind. Useful when simulating cloth. |
|
void |
FlagTickable() |
Let the preview scene know that it should tick (because it is visible) |
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void |
FocusViews() |
Request our views to focus on the current item |
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void |
ForEachPreviewMesh ( |
Run a lambda function on each preview mesh in the scene |
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AActor * |
GetActor() |
Get the main actor |
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GetAllPreviewMeshComponents() |
Get array of all skeletal mesh components in the preview scene. |
|
|
TSharedPtr< ... |
GetCurrentCameraOverride() |
Get the current camera override |
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float |
GetGravityScale() |
Get the gravity scale |
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TSharedRef< ... |
GetPersonaToolkit() |
Get the persona toolkit we are associated with |
|
UAnimationAs... |
GetPreviewAnimationAsset() |
Get the animation asset we are previewing |
|
USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this scene (does go via skeleton/asset) |
|
UDebugSkelMe... |
GetPreviewMeshComponent() |
Get the skeletal mesh component we are using for preview, if any. |
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AActor * |
GetSelectedActor() |
Get the currently selected actor |
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int32 |
GetSelectedBoneIndex() |
Get the currently selected bone index |
|
FSelectedSoc... |
GetSelectedSocket() |
Get the currently selected socket |
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float |
GetWindStrength() |
Get the wind strength |
|
void |
HandleSkeletonTreeSelectionChanged ( |
Handle syncing selection with the skeleton tree |
|
void |
InvalidateViews() |
Flag that we want our views to be updated |
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bool |
IsShowReferencePoseEnabled() |
Are we currently displaying the ref pose |
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bool |
IsWindEnabled() |
Check whether wind is enabled |
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void |
RefreshAdditionalMeshes ( |
Refreshes the additional meshes displayed in this preview scene |
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void |
RegisterOnAnimChanged ( |
Registers a delegate to be called after the preview animation has been changed |
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void |
RegisterOnCameraOverrideChanged ( |
Register callback for when the camera override is changed |
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FDelegateHan... |
RegisterOnDeselectAll ( |
Registers a delegate to be called when all sockets/bones are deselected |
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void |
RegisterOnFocusViews ( |
Registers a delegate to be called when the view should be focused |
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void |
RegisterOnInvalidateViews ( |
Registers a delegate to be called when the view is invalidated |
|
void |
RegisterOnLODChanged ( |
Registers a delegate to be called when the preview mesh's LOD has changed |
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void |
RegisterOnMeshClick ( |
Registers a delegate to be called when the preview mesh is clicked |
|
void |
RegisterOnMorphTargetsChanged ( |
Registers a delegate to be called when the preview mesh's morph targets has changed |
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void |
RegisterOnPostTick ( |
Register a callback for just after the preview scene is ticked |
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void |
RegisterOnPreTick ( |
Register a callback for just before the preview scene is ticked |
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void |
RegisterOnPreviewMeshChanged ( |
Registers a delegate to be called when the preview mesh is changed |
|
FDelegateHan... |
RegisterOnSelectedBoneChanged ( |
Registers a delegate to be called when the currently selected bone has changed |
|
void |
RegisterOnSelectedLODChanged ( |
Register callback to be able to be notify when the select LOD is change |
|
FDelegateHan... |
RegisterOnSelectedSocketChanged ( |
Registers a delegate to be called when the currently selected socket has changed |
|
void |
RemoveAttachedObjectFromPreviewComponent |
Removes a currently attached object from the preview component |
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void |
SetActor ( |
Set the main actor |
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void |
SetAdditionalMeshes ( |
Set the additional meshes used by this preview scene (sets the additional meshes on the skeleton) |
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void |
SetAdditionalMeshesSelectable ( |
Set whether additional meshes are selectable |
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void |
SetAllowMeshHitProxies ( |
Set whether or not to ignore mesh hit proxies |
|
void |
SetCameraOverride |
Function to override the editor camera for this scene |
|
void |
SetDefaultAnimationMode ( |
Set the default mode this preview scene appears in. Optionally show the default mode. |
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void |
SetEditableSkeleton ( |
Replaces the current editable skeleton. |
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void |
SetGravityScale ( |
Set the gravity scale |
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void |
SetPreviewAnimationAsset ( |
Set the animation asset to preview |
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void |
SetPreviewAnimationBlueprint ( |
Set the preview animation blueprint and an optional overlay (for sub-layers) |
|
void |
SetPreviewMesh ( |
Set the preview mesh for this scene (does not set the preview mesh on the skeleton/asset) |
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void |
SetPreviewMeshComponent ( |
Set the skeletal mesh component we are going to preview. |
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void |
SetRemoveAttachedComponentFilter ( |
Setter/getter for can remove attach component |
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void |
SetSelectedActor ( |
Sets the selected actor |
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void |
SetSelectedBone ( |
Sets the selected bone on the preview component |
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void |
SetSelectedSocket ( |
Sets the selected socket on the preview component |
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void |
SetWindStrength ( |
Set the wind strength |
|
void |
ShowDefaultMode() |
Show the mode specifed by SetDefaultAnimationMode() |
|
void |
ShowReferencePose ( |
Show the reference pose of the displayed skeletal mesh. |
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void |
TogglePlayback() |
Toggle the playback of animation, if any |
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void |
UnregisterOnAnimChanged ( |
Unregisters a delegate to be called after the preview animation has been changed |
|
void |
UnregisterOnCameraOverrideChanged ( |
Unregister callback for when the camera override is changed |
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void |
UnregisterOnDeselectAll ( |
Unregisters a delegate called when all sockets/bones are deselected |
|
void |
UnregisterOnFocusViews ( |
Unregisters a delegate to be called when the view should be focused |
|
void |
UnregisterOnInvalidateViews ( |
Unregisters a delegate to be called when the view is invalidated |
|
void |
UnregisterOnLODChanged ( |
Unregisters a delegate to be called when the preview mesh's LOD has changed |
|
void |
UnregisterOnMeshClick ( |
Unregisters a delegate to be called when the preview mesh is clicked |
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void |
UnregisterOnMorphTargetsChanged ( |
Unregisters a delegate to be called when the preview mesh's morph targets has changed |
|
void |
UnregisterOnPostTick ( |
Unregister a callback for just after the preview scene is ticked |
|
void |
UnregisterOnPreTick ( |
Unregister a callback for just before the preview scene is ticked |
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void |
UnregisterOnPreviewMeshChanged ( |
Unregisters a delegate to be called when the preview mesh is changed |
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void |
UnregisterOnSelectedBoneChanged ( |
Unregisters a delegate called when the currently selected bone has changed |
|
void |
UnRegisterOnSelectedLODChanged ( |
Unregister callback to free up the ressources |
|
void |
UnregisterOnSelectedSocketChanged ( |
Unregisters a delegate called when the currently selected socket has changed |
Name | Description | ||
---|---|---|---|
|
void |
SetSelectedBone ( |
Please call/implement SetSelectedBone with ESelectInfo |