IPersonaPreviewScene

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Inheritance Hierarchy

References

Module

Persona

Header

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

Include

#include "IPersonaPreviewScene.h"

Syntax

class IPersonaPreviewScene : public FAdvancedPreviewScene

Constructors

Name Description

Public function

IPersonaPreviewScene

(
    ConstructionValues CVS
)

Constructor only here to pass ConstructionValues to base constructor

Functions

Name Description

Public function Const

bool

 

AllowMeshHitProxies()

Get whether or not to ignore mesh hit proxies

Public function

bool

 

AttachObjectToPreviewComponent

(
    UObject* Object,
    FName AttachTo
)

Attaches an object to the preview component using the supplied attach name, returning whether it was successfully attached or not

Public function

bool

 

BroadcastMeshClick

(
    HActor* HitProxy,
    const FViewportClick& Click
)

Broadcasts that the preview mesh was clicked

Public function

void

 

BroadcastOnSelectedLODChanged()

Broadcast select LOD changed

Public function

void

 

ClearSelectedActor()

Clears the selected actor

Public function

void

 

ClearSelectedBone()

Clears the selected bone on the preview component

Public function

void

 

ClearSelectedSocket()

Clears the selected socket on the preview component

Public function

void

 

DeselectAll()

Clears all selection on the preview component

Public function

void

 

EnableWind

(
    bool bEnableWind
)

Enable wind. Useful when simulating cloth.

Public function

void

 

FlagTickable()

Let the preview scene know that it should tick (because it is visible)

Public function

void

 

FocusViews()

Request our views to focus on the current item

Public function Const

AActor *

 

GetActor()

Get the main actor

Public function Const

TSharedPtr< ...

 

GetCurrentCameraOverride()

Get the current camera override

Public function Const

float

 

GetGravityScale()

Get the gravity scale

Public function Const

TSharedRef< ...

 

GetPersonaToolkit()

Get the persona toolkit we are associated with

Public function Const

UAnimationAs...

 

GetPreviewAnimationAsset()

Get the animation asset we are previewing

Public function Const

USkeletalMes...

 

GetPreviewMesh()

Get the preview mesh for this scene (does go via skeleton/asset)

Public function Const

UDebugSkelMe...

 

GetPreviewMeshComponent()

Get the skeletal mesh component we are using for preview, if any.

Public function Const

AActor *

 

GetSelectedActor()

Get the currently selected actor

Public function Const

int32

 

GetSelectedBoneIndex()

Get the currently selected bone index

Public function Const

FSelectedSoc...

 

GetSelectedSocket()

Get the currently selected socket

Public function Const

float

 

GetWindStrength()

Get the wind strength

Public function

void

 

HandleSkeletonTreeSelectionChanged

(
    const TArrayView< TSharedPtr< ISkel...,
    ESelectInfo::Type InSelectInfo
)

Handle syncing selection with the skeleton tree

Public function

void

 

InvalidateViews()

Flag that we want our views to be updated

Public function Const

bool

 

IsShowReferencePoseEnabled()

Are we currently displaying the ref pose

Public function Const

bool

 

IsWindEnabled()

Check whether wind is enabled

Public function

void

 

RefreshAdditionalMeshes

(
    bool bAllowOverrideBaseMesh
)

Refreshes the additional meshes displayed in this preview scene

Public function

void

 

RegisterOnAnimChanged

(
    const FOnAnimChanged& Delegate
)

Registers a delegate to be called after the preview animation has been changed

Public function

void

 

RegisterOnCameraOverrideChanged

(
    const FSimpleDelegate& Delegate
)

Register callback for when the camera override is changed

Public function

FDelegateHan...

 

RegisterOnDeselectAll

(
    const FSimpleDelegate& Delegate
)

Registers a delegate to be called when all sockets/bones are deselected

Public function

void

 

RegisterOnFocusViews

(
    const FSimpleDelegate& Delegate
)

Registers a delegate to be called when the view should be focused

Public function

void

 

RegisterOnInvalidateViews

(
    const FSimpleDelegate& Delegate
)

Registers a delegate to be called when the view is invalidated

Public function

void

 

RegisterOnLODChanged

(
    const FSimpleDelegate& Delegate
)

Registers a delegate to be called when the preview mesh's LOD has changed

Public function

void

 

RegisterOnMeshClick

(
    const FOnMeshClick& Delegate
)

Registers a delegate to be called when the preview mesh is clicked

Public function

void

 

RegisterOnPostTick

(
    const FSimpleDelegate& Delegate
)

Register a callback for just after the preview scene is ticked

Public function

void

 

RegisterOnPreTick

(
    const FSimpleDelegate& Delegate
)

Register a callback for just before the preview scene is ticked

Public function

void

 

RegisterOnPreviewMeshChanged

(
    const FOnPreviewMeshChanged& Deleg...
)

Registers a delegate to be called when the preview mesh is changed

Public function

FDelegateHan...

 

RegisterOnSelectedBoneChanged

(
    const FOnSelectedBoneChanged& Dele...
)

Registers a delegate to be called when the currently selected bone has changed

Public function

void

 

RegisterOnSelectedLODChanged

(
    const FOnSelectedLODChanged& Deleg...
)

Register callback to be able to be notify when the select LOD is change

Public function

FDelegateHan...

 

RegisterOnSelectedSocketChanged

(
    const FOnSelectedSocketChanged& De...
)

Registers a delegate to be called when the currently selected socket has changed

Public function

void

 

RemoveAttachedObjectFromPreviewComponent

(
    UObject* Object,
    FName AttachedTo
)

Removes a currently attached object from the preview component

Public function

void

 

SetActor

(
    AActor* InActor
)

Set the main actor

Public function

void

 

SetAdditionalMeshes

(
    UDataAsset* InAdditionalMeshes
)

Set the additional meshes used by this preview scene (sets the additional meshes on the skeleton)

Public function

void

 

SetAllowMeshHitProxies

(
    bool bState
)

Set whether or not to ignore mesh hit proxies

Public function

void

 

SetCameraOverride

Function to override the editor camera for this scene

Public function

void

 

SetDefaultAnimationMode

(
    EPreviewSceneDefaultAnimationMode M...,
    bool bShowNow
)

Set the default mode this preview scene appears in. Optionally show the default mode.

Public function

void

 

SetGravityScale

(
    float InGravityScale
)

Set the gravity scale

Public function

void

 

SetPreviewAnimationAsset

(
    UAnimationAsset* AnimAsset,
    bool bEnablePreview
)

Set the animation asset to preview

Public function

void

 

SetPreviewMesh

(
    USkeletalMesh* NewPreviewMesh,
    bool bAllowOverrideBaseMesh
)

Set the preview mesh for this scene (does not set the preview mesh on the skeleton/asset)

Public function

void

 

SetPreviewMeshComponent

(
    UDebugSkelMeshComponent* InSke...
)

Set the skeletal mesh component we are going to preview.

Public function

void

 

SetSelectedActor

(
    AActor* InActor
)

Sets the selected actor

Public function

void

 

SetSelectedBone

(
    const FName& BoneName
)

Sets the selected bone on the preview component

Public function

void

 

SetSelectedSocket

(
    const FSelectedSocketInfo& SocketI...
)

Sets the selected socket on the preview component

Public function

void

 

SetWindStrength

(
    float InWindStrength
)

Set the wind strength

Public function

void

 

ShowDefaultMode()

Show the mode specifed by SetDefaultAnimationMode()

Public function

void

 

ShowReferencePose

(
    bool bShowRefPose,
    bool bResetBoneTransforms
)

Show the reference pose of the displayed skeletal mesh.

Public function

void

 

TogglePlayback()

Toggle the playback of animation, if any

Public function

void

 

UnregisterOnAnimChanged

(
    void* Thing
)

Unregisters a delegate to be called after the preview animation has been changed

Public function

void

 

UnregisterOnCameraOverrideChanged

(
    void* Thing
)

Unregister callback for when the camera override is changed

Public function

void

 

UnregisterOnDeselectAll

(
    FDelegateHandle InHandle
)

Unregisters a delegate called when all sockets/bones are deselected

Public function

void

 

UnregisterOnFocusViews

(
    void* Thing
)

Unregisters a delegate to be called when the view should be focused

Public function

void

 

UnregisterOnInvalidateViews

(
    void* Thing
)

Unregisters a delegate to be called when the view is invalidated

Public function

void

 

UnregisterOnLODChanged

(
    void* Thing
)

Unregisters a delegate to be called when the preview mesh's LOD has changed

Public function

void

 

UnregisterOnMeshClick

(
    void* Thing
)

Unregisters a delegate to be called when the preview mesh is clicked

Public function

void

 

UnregisterOnPostTick

(
    void* Thing
)

Unregister a callback for just after the preview scene is ticked

Public function

void

 

UnregisterOnPreTick

(
    void* Thing
)

Unregister a callback for just before the preview scene is ticked

Public function

void

 

UnregisterOnPreviewMeshChanged

(
    void* Thing
)

Unregisters a delegate to be called when the preview mesh is changed

Public function

void

 

UnregisterOnSelectedBoneChanged

(
    FDelegateHandle InHandle
)

Unregisters a delegate called when the currently selected bone has changed

Public function

void

 

UnRegisterOnSelectedLODChanged

(
    void* Thing
)

Unregister callback to free up the ressources

Public function

void

 

UnregisterOnSelectedSocketChanged

(
    FDelegateHandle InHandle
)

Unregisters a delegate called when the currently selected socket has changed

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