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FPackagesDialogModule::StartupModule
/Engine/Source/Editor/PackagesDialog/Public/PackagesDialog.h
Called right after the module's DLL has been loaded and the module object has been created
PackagesDialog
virtual void StartupModule()
[]
FPackagesDialogModule::SupportsDynamicReloading
/Engine/Source/Editor/PackagesDialog/Public/PackagesDialog.h
Override this to set whether your module is allowed to be unloaded on the fly Whether the module supports shutdown separate from the rest of the engine.
PackagesDialog
virtual bool SupportsDynamicReloading()
[]
FPackagesDialogModule
/Engine/Source/Editor/PackagesDialog/Public/PackagesDialog.h
PackagesDialog
class FPackagesDialogModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
AAnimationEditorPreviewActor::K2_DestroyActor
/Engine/Source/Editor/Persona/Public/AnimationEditorPreviewActor.h
AActorinterface
Persona
virtual void K2_DestroyActor()
[]
AAnimationEditorPreviewActor
/Engine/Source/Editor/Persona/Public/AnimationEditorPreviewActor.h
Persona
class AAnimationEditorPreviewActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)
[]
BlendSpaceAnalysis::CalculateAngularVelocity
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateAngularVelocity ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const ...
[]
BlendSpaceAnalysis::CalculateBoneOrientation
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::CalculateBoneOrientation ( FVector & RollPitchYaw, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const int32 Key, const [FName](API\Runtime\Core\UObject\FName) BoneName, const FTransform & BoneOffset, const T &...
[]
BlendSpaceAnalysis::CalculateComponentSampleValue
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Helper to extract the component from the FVector functions
Persona
namespace BlendSpaceAnalysis { template<typename FunctionType, typename T> static bool BlendSpaceAnalysis::CalculateComponentSampleValue ( double & Result, const FunctionType & Fn, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime...
[]
BlendSpaceAnalysis::CalculateComponentSampleValue
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Helper to extract the component from the FVector functions
Persona
namespace BlendSpaceAnalysis { template<typename FunctionType, typename T> static bool BlendSpaceAnalysis::CalculateComponentSampleValue ( float & Result, const FunctionType & Fn, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\...
[]
BlendSpaceAnalysis::CalculateDeltaPosition
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateDeltaPosition ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const fl...
[]
BlendSpaceAnalysis::CalculateDeltaOrientation
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
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. Thus it has one fewer intervals/unique keys
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateDeltaOrientation ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const...
[]
BlendSpaceAnalysis::CalculateFrameTM
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::CalculateFrameTM ( bool & bNeedToUpdateFrameTM, FTransform & FrameTM, const int32 SampleKey, const T & AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation ) }
[]
BlendSpaceAnalysis::CalculateOrientation
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
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. Thus it has one fewer intervals/unique keys
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateOrientation ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const floa...
[]
BlendSpaceAnalysis::CalculatePosition
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculatePosition ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float R...
[]
BlendSpaceAnalysis::CalculateVelocity
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateVelocity ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float R...
[]
BlendSpaceAnalysis::CalculateOrientationRate
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateOrientationRate ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const ...
[]
BlendSpaceAnalysis::GetAxisFromTM
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { FVector BlendSpaceAnalysis::GetAxisFromTM ( const FTransform & TM, EAnalysisLinearAxis Axis ) }
[]
BlendSpaceAnalysis::GetBoneInfo
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Retrieves the bone index and transform offset given the BoneSocketTarget. Returns true if found.
Persona
namespace BlendSpaceAnalysis { bool BlendSpaceAnalysis::GetBoneInfo ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & BoneSocket, FTransform & BoneOffset, [FName](API\Runtime\Core\UObject\FName) & BoneName ) }
[]
BlendSpaceAnalysis::GetBoneTransform
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { FTransform BlendSpaceAnalysis::GetBoneTransform ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, int32 Key, const [FName](API\Runtime\Core\UObject\FName) & BoneName ) }
[]
BlendSpaceAnalysis::GetFrameDirs
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::GetFrameDirs ( FVector & FrameFacingDir, FVector & FrameUpDir, FVector & FrameRightDir, const FTransform & FrameTM, const T & AnalysisProperties ) }
[]
CreateBodyHitProxyFn
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [HHitProxy](API\Runtime\Engine\HHitProxy) *(const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, const int32 PrimitiveIndex) > CreateBodyHitProxyFn
[]
CreateConstraintHitProxyFn
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [HHitProxy](API\Runtime\Engine\HHitProxy) *(const int32 InConstraintIndex) > CreateConstraintHitProxyFn
[]
EAnimationPlaybackSpeeds::Type
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
namespace EAnimationPlaybackSpeeds { enum Type { OneTenth = 0, Quarter, Half, ThreeQuarters, Normal, Double, FiveTimes, TenTimes, Custom, NumPlaybackSpeeds, } }
[]
EDisplayInfoMode::Type
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
namespace EDisplayInfoMode { enum Type { None, Basic, Detailed, SkeletalControls, NumInfoModes, } }
[]
ELocalAxesMode::Type
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
namespace ELocalAxesMode { enum Type { None, Selected, All, NumAxesModes, } }
[]
FAnimAssetFindReplaceConfig::operator=
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Persona
[FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & operator= ( const [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & )
[]
FAnimAssetFindReplaceConfig::FAnimAssetFindReplaceConfig
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Persona
PRAGMA_DISABLE_DEPRECATION_WARNINGS FAnimAssetFindReplaceConfig()
[]
FAnimAssetFindReplaceConfig::FAnimAssetFindReplaceConfig
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Persona
FAnimAssetFindReplaceConfig ( const [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & )
[]
FAnimAssetFindReplaceConfig
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Configuration for the find/replace tab
Persona
struct FAnimAssetFindReplaceConfig
[ { "type": "TSubclassOf<UA...", "name": "InitialProcessorClass", "description": "The initial processor class to use" } ]
FAnimationViewportClient::CalcViewRotationMatrix
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Computes a matrix to use for viewport location and rotation
Persona
virtual FMatrix CalcViewRotationMatrix ( const FRotator & InViewRotation ) const
[]
FAnimationViewportClient::CanCycleWidgetMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Whether or not the widget mode can be cycled
Persona
virtual bool CanCycleWidgetMode() const
[]
FAnimationViewportClient::CanSaveCameraAsDefault
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Check whether we can save this camera as default
Persona
bool CanSaveCameraAsDefault() const
[]
FAnimationViewportClient::ClearDefaultCamera
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Clear any default camera for mesh
Persona
void ClearDefaultCamera()
[]
FAnimationViewportClient::Draw
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
FViewElementDrawerinterface
Persona
virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FAnimationViewportClient::DrawCanvas
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Called to draw onto the viewports 2D canvas
Persona
virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )
[]
FAnimationViewportClient::DrawNodeDebugLines
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to display debug lines generated from skeletal controls in animBP mode
Persona
void DrawNodeDebugLines ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & Lines, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FSceneView](API\Runtime\Engine\FSceneView) * View )
[]
FAnimationViewportClient::DrawSockets
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Draws Mesh Sockets in foreground - bUseSkeletonSocketColor = true for grey (skeleton), false for red (mesh)
Persona
static void DrawSockets ( const [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InPreviewMeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > & InSockets, [FSelectedSocketInfo](API\Editor\UnrealEd\Animati...
[]
FAnimationViewportClient::DrawUVsForMesh
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Draw call to render UV overlay
Persona
void DrawUVsForMesh ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, int32 InTextYPos, [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent )
[]
FAnimationViewportClient::FocusViewportOnPreviewMesh
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Places the viewport camera at a good location to view the preview target
Persona
void FocusViewportOnPreviewMesh ( bool bUseCustomCamera )
[]
FAnimationViewportClient::FocusViewportOnSphere
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Places the viewport camera at a good location to view the supplied sphere
Persona
void FocusViewportOnSphere ( FSphere & Sphere, bool bInstant )
[]
FAnimationViewportClient::GetAssetEditorToolkit
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the asset editor we are embedded in
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > GetAssetEditorToolkit() const
[]
FAnimationViewportClient::GetBoneDrawMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the Bone local axis mode
Persona
[EBoneDrawMode::Type](API\Runtime\Engine\EBoneDrawMode__Type) GetBoneDrawMode() const
[]
FAnimationViewportClient::GetBoneDrawSize
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
float GetBoneDrawSize() const
[]
FAnimationViewportClient::GetBrightnessValue
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to get current brightness value
Persona
float GetBrightnessValue() const
[]
FAnimationViewportClient::GetCameraFollowBoneName
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the bone name to use when CameraFollowMode is EAnimationViewportCameraFollowMode::Bone
Persona
[FName](API\Runtime\Core\UObject\FName) GetCameraFollowBoneName() const
[]
FAnimationViewportClient::GetCameraFollowMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the camera follow mode
Persona
EAnimationViewportCameraFollowMode GetCameraFollowMode() const
[]
FAnimationViewportClient::GetCameraTarget
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Returns the desired target of the camera
Persona
FSphere GetCameraTarget()
[]
FAnimationViewportClient::GetCustomAnimationSpeed
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
float GetCustomAnimationSpeed() const
[]
FAnimationViewportClient::GetDisplayInfo
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to display warning and info text on the viewport when outside of animBP mode
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetDisplayInfo ( bool bDisplayAllInfo ) const
[]
FAnimationViewportClient::GetFloorOffset
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Returns the floor height offset
Persona
float GetFloorOffset() const
[]
FAnimationViewportClient::GetLocalAxesMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the Bone local axis mode
Persona
[ELocalAxesMode::Type](API\Editor\Persona\ELocalAxesMode__Type) GetLocalAxesMode() const
[]
FAnimationViewportClient::GetPersonaModeManager
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the persona mode manager
Persona
[IPersonaEditorModeManager](API\Editor\Persona\IPersonaEditorModeManager) * GetPersonaModeManager() const
[]
FAnimationViewportClient::GetPlaybackSpeedMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the playback speed mode
Persona
[EAnimationPlaybackSpeeds::Type](API\Editor\Persona\EAnimationPlaybackSpeeds__Type) GetPlaybackSpeedMode() const
[]
FAnimationViewportClient::GetPreviewScene
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the preview scene we are viewing
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > GetPreviewScene() const
[]
FAnimationViewportClient::GetShouldRotateCameraToFollowBone
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Whether or not to lock the camera's rotation to a specified bone's orientation
Persona
bool GetShouldRotateCameraToFollowBone() const
[]
FAnimationViewportClient::GetShowMeshStats
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
int32 GetShowMeshStats() const
[]
FAnimationViewportClient::GetUVChannelToDraw
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Returns the UV Channel that will be drawn when Draw UV Overlay is turned on
Persona
int32 GetUVChannelToDraw() const
[]
FAnimationViewportClient::GetViewportIndex
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Get the viewport index (0-3) for this client
Persona
int32 GetViewportIndex() const
[]
FAnimationViewportClient::GetWidgetCoordSystem
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
The current coordinate system for drawing and input of the transform widget. For world coordiante system return the identity matrix
Persona
virtual FMatrix GetWidgetCoordSystem() const
[]
FAnimationViewportClient::GetWidgetCoordSystemSpace
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
The coordinate system space (world or local) to display the widget in
Persona
virtual ECoordSystem GetWidgetCoordSystemSpace() const
[]
FAnimationViewportClient::GetWidgetLocation
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
VirtualUE::Widget::EWidgetModeGetWidgetMode() constoverride; virtual voidSetWidgetMode(UE::Widget::EWidgetMode InWidgetMode)override; virtual boolCanSetWidgetMode(UE::Widget::EWidgetMode NewMode) constoverride;
Persona
virtual FVector GetWidgetLocation() const
[]
GridParam
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
enum GridParam { MinCellCount = 64, MinGridSize = 2, MaxGridSize = 50, }
[]
FAnimationViewportClient::HandleOnMeshChanged
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Handle a change in the skeletal mesh mesh component being used for preview changing
Persona
void HandleOnMeshChanged()
[]
FAnimationViewportClient::HandleOnSkelMeshPhysicsCreated
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Handle a change in the skeletal mesh phusics component being used for preview changing
Persona
void HandleOnSkelMeshPhysicsCreated()
[]
FAnimationViewportClient::HandleSkeletalMeshChanged
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Handle the skeletal mesh mesh component being used for preview changing
Persona
void HandleSkeletalMeshChanged ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * OldSkeletalMesh, class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewSkeletalMesh )
[]
FAnimationViewportClient::HandleToggleShowFlag
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Delegate handler fired when a show flag is toggled
Persona
virtual void HandleToggleShowFlag ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) EngineShowFlagIndex )
[]
FAnimationViewportClient::HasDefaultCameraSet
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Returns whether we have a default camera set for this mesh
Persona
bool HasDefaultCameraSet() const
[]
FAnimationViewportClient::Initialize
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Persona
void Initialize()
[]
FAnimationViewportClient::InputAxis
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
Persona
virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )
[]
FAnimationViewportClient::InputAxis
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it. True to consume the axis movement, false to pass it on.
Persona
virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )
[]
FAnimationViewportClient::InputKey
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it. True to consume the key event, false to pass it on.
Persona
virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )
[]
FAnimationViewportClient::InputKey
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Deprecated* This version of InputKey is deprecated. Please use the version that takes EventArgs instead.
Persona
virtual bool InputKey ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )
[]
FAnimationViewportClient::IsAudioMuted
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to check whether audio is muted or not
Persona
bool IsAudioMuted() const
[]
FAnimationViewportClient::IsAutoAlignFloor
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to check whether floor is auto align or not
Persona
bool IsAutoAlignFloor() const
[]
FAnimationViewportClient::IsBoneDrawModeSet
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Bone Draw mode checking function for the EBoneDrawType
Persona
bool IsBoneDrawModeSet ( [EBoneDrawMode::Type](API\Runtime\Engine\EBoneDrawMode__Type) AxesMode ) const
[]
FAnimationViewportClient::IsDetailedMeshStats
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Whether detailed mesh stats are being displayed or basic mesh stats
Persona
bool IsDetailedMeshStats() const
[]
FAnimationViewportClient::IsLocalAxesModeSet
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Local axes mode checking function for the ELocalAxesType
Persona
bool IsLocalAxesModeSet ( [ELocalAxesMode::Type](API\Editor\Persona\ELocalAxesMode__Type) AxesMode ) const
[]
FAnimationViewportClient::IsSetCPUSkinningChecked
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Callback for checking the normals show flag.
Persona
bool IsSetCPUSkinningChecked() const
[]
FAnimationViewportClient::IsSetDrawUVOverlayChecked
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Callback for checking whether the UV drawing is switched on.
Persona
bool IsSetDrawUVOverlayChecked() const
[]
FAnimationViewportClient::IsSetShowNormalsChecked
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Callback for checking the normals show flag.
Persona
bool IsSetShowNormalsChecked() const
[]
FAnimationViewportClient::IsSetShowBinormalsChecked
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Callback for checking the binormals show flag.
Persona
bool IsSetShowBinormalsChecked() const
[]
FAnimationViewportClient::IsSetShowTangentsChecked
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Callback for checking the tangents show flag.
Persona
bool IsSetShowTangentsChecked() const
[]
FAnimationViewportClient::IsShowingMeshStats
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Whether or not mesh stats are being displayed
Persona
bool IsShowingMeshStats() const
[]
FAnimationViewportClient::IsShowingSelectedNodeStats
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Whether or not selected node stats are being displayed
Persona
bool IsShowingSelectedNodeStats() const
[]
FAnimationViewportClient::IsUsingAudioAttenuation
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Check whether we are using audio attenuation
Persona
bool IsUsingAudioAttenuation() const
[]
FAnimationViewportClient::JumpToDefaultCamera
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Jump to the meshes default camera
Persona
void JumpToDefaultCamera()
[]
FAnimationViewportClient::OnFocusViewportToSelection
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Called when viewport focuses on a selection
Persona
void OnFocusViewportToSelection()
[]
FAnimationViewportClient::OnSetShowMeshStats
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to set mesh stat drawing state
Persona
void OnSetShowMeshStats ( int32 ShowMode )
[]
FAnimationViewportClient::OnToggleAutoAlignFloor
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to enable/disable floor auto align
Persona
void OnToggleAutoAlignFloor()
[]
FAnimationViewportClient::OnToggleMuteAudio
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to mute/unmute audio in the viewport
Persona
void OnToggleMuteAudio()
[]
FAnimationViewportClient::OnToggleUseAudioAttenuation
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Set whether to use audio attenuation
Persona
void OnToggleUseAudioAttenuation()
[]
FAnimationViewportClient::RenderGizmo
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Draws Gizmo for the Transform in foreground
Persona
static void RenderGizmo ( const FTransform & Transform, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FAnimationViewportClient::RotateViewportType
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Rotate through viewport view options
Persona
virtual void RotateViewportType()
[]
FAnimationViewportClient::SaveCameraAsDefault
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Save current camera as default for mesh
Persona
void SaveCameraAsDefault()
[]
FAnimationViewportClient::SetBackgroundColor
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to set background color
Persona
void SetBackgroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )
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FAnimationViewportClient::SetBoneDrawMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to set Bone Draw mode for the EBoneDrawType
Persona
void SetBoneDrawMode ( [EBoneDrawMode::Type](API\Runtime\Engine\EBoneDrawMode__Type) AxesMode )
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FAnimationViewportClient::SetBrightnessValue
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Function to set brightness value
Persona
void SetBrightnessValue ( float Value )
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FAnimationViewportClient::SetBoneDrawSize
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Access Bone Draw size config option
Persona
void SetBoneDrawSize ( const float InBoneDrawSize )
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FAnimationViewportClient::SetCameraFollowMode
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Set the camera follow mode
Persona
void SetCameraFollowMode ( EAnimationViewportCameraFollowMode Mode, [FName](API\Runtime\Core\UObject\FName) InBoneName )
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FAnimationViewportClient::SetCustomAnimationSpeed
/Engine/Source/Editor/Persona/Public/AnimationEditorViewportClient.h
Access CustomAnimationSpeed config option
Persona
void SetCustomAnimationSpeed ( const float InCustomAnimationSpeed )
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