Module |
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Header |
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h |
Include |
#include "IPersonaToolkit.h" |
class IPersonaToolkit
Reusable 'Persona' features for asset editors concerned with USkeleton-related assets
Name | Description | |
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~IPersonaToolkit() |
Virtual destructor |
Name | Description | ||
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bool |
CanPreviewMeshUseDifferentSkeleton() |
Returns true if the preview mesh can use skeletal meshes that don't share the same skeleton as the one being edited. |
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void |
CustomizeSceneSettings ( |
Callback to customize the Preview Scene Settings details tab. |
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UAnimationAs... |
GetAnimationAsset() |
Get the animation asset that we are editing |
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UAnimBluepri... |
GetAnimBlueprint() |
Get the anim blueprint that we are editing |
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GetContext() |
Get the context in which this toolkit is being used (usually the class name of the asset) |
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int32 |
GetCustomData ( |
Retrieve editor custom data. Return INDEX_NONE if the key is invalid |
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TSharedPtr< ... |
GetEditableSkeleton() |
Get the editable skeleton that we are editing |
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USkeletalMes... |
GetMesh() |
Get the skeletal mesh that we are editing |
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UAnimBluepri... |
GetPreviewAnimationBlueprint() |
Get the preview anim blueprint, used to preview sub layers in context. |
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USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh, according to context (mesh, skeleton or animation etc.). |
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UDebugSkelMe... |
GetPreviewMeshComponent() |
Get the preview component that we are using |
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TSharedRef< ... |
GetPreviewScene() |
Get the preview scene that we are using |
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USkeleton &#... |
GetSkeleton() |
Get the skeleton that we are editing |
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void |
SetAnimationAsset ( |
Set the animation asset we are editing |
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void |
SetCustomData ( |
Store the custom data using the key. |
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void |
SetMesh ( |
Set the skeletal mesh we are editing |
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void |
SetPreviewAnimationBlueprint ( |
Set the preview anim blueprint, used to preview sub layers in context. |
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void |
SetPreviewMesh ( |
Set the preview mesh, according to context (mesh, skeleton or animation etc.) Note that this sets the mesh in the asset and in the viewport (and may re-open the asset editor to apply this). |