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FPersonaModule::CreateCurvePicker
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a widget that can choose a curve name. Derives available names from the asset registry list of assets that use the specified skeleton.
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateCurvePicker ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, FOnCurvePicked InOnCurvePicked, FIsCurveNameMarkedForExclusion InIsCurveNameMarkedForExclusion )
[]
FPersonaModule::CreateCurvePicker
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Deprecated* Please use CreateCurvePicker that takes a const USkeleton*
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateCurvePicker ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton, FOnCurvePicked InOnCurvePicked, FIsCurveNameMark...
[]
FPersonaModule::CreateCurveViewerTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a skeleton curve viewer tab factory
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateCurveViewerTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflow...
[]
FPersonaModule::CreateCurveViewerTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Deprecated* Please use the overload that does not take a post-undo delegate
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateCurveViewerTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflow...
[]
FPersonaModule::CreateCurveWidgetForAnimDocument
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a widget that acts as a curve document for an animation asset
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimSequenceCurveEditor](API\Editor\Persona\IAnimSequenceCurveEditor) > CreateCurveWidgetForAnimDocument ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentri...
[]
FPersonaModule::CreateDetailsTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a details panel tab factory
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateDetailsTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCent...
[]
FPersonaModule::CreateEditorWidgetForAnimDocument
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a widget that acts as a document for an animation asset
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateEditorWidgetForAnimDocument ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > & InHostingApp, [UObject](API\Runtime\CoreUObje...
[]
FPersonaModule::CreateMorphTargetTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a tab factory for for previewing morph targets
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateMorphTargetTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflow...
[]
FPersonaModule::CreatePersonaAssetFamily
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create an asset family for the supplied persona asset
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAssetFamily](API\Editor\Persona\IAssetFamily) > CreatePersonaAssetFamily ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const
[]
FPersonaModule::CreatePersonaEditorModeManager
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a Persona editor mode manager. Should be destroyed using plain ol' delete. Note: Only FPersonaEditMode-derived modes should be used with this manager!
Persona
virtual [IPersonaEditorModeManager](API\Editor\Persona\IPersonaEditorModeManager) * CreatePersonaEditorModeManager()
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const
[]
FPersonaModule::CreatePersonaToolkit
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs, [USkeleton](API\Runtime\Engi...
[]
FPersonaModule::CreatePersonaViewportTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a persona viewport tab factory
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreatePersonaViewportTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWork...
[]
FPersonaModule::CreatePoseWatchTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a tab factory for the pose watch manager
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreatePoseWatchTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > & InBlueprintEditor ) co...
[]
FPersonaModule::CreateRetargetSourcesTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a retarget sources tab factory
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateRetargetSourcesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWork...
[]
FPersonaModule::CreateSkeletonSlotNamesTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Create a tab factory for editing slot names and groups
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateSkeletonSlotNamesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWo...
[]
FPersonaModule::CreateSkeletonSlotNamesTabFactory
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Deprecated* Please use the overload that does not take a post-undo delegate
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateSkeletonSlotNamesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWo...
[]
FPersonaModule::CustomizeBlueprintEditorDetails
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Customize the details of a slot node for the specified details view
Persona
virtual void CustomizeBlueprintEditorDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, FOnInvokeTab InOnInvokeTab )
[]
FPersonaModule::CustomizeMeshDetails
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Customize a skeletal mesh details panel
Persona
virtual void CustomizeMeshDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & InPersonaToolkit )
[]
FPersonaModule::CustomizeSlotNodeDetails
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Deprecated* Function renamed, please use CustomizeBlueprintEditorDetails
Persona
virtual void CustomizeSlotNodeDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, FOnInvokeTab InOnInvokeTab )
[]
EPoseSourceOption
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Options for asset creation
Persona
enum EPoseSourceOption { ReferencePose, CurrentPose, CurrentAnimation_AnimData, CurrentAnimation_PreviewMesh, Max, }
[]
FPersonaModule::ExportToFBX
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Export to FBX files of the list of animations
Persona
virtual bool ExportToFBX ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) >> & AnimSequences, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )
[]
FCommonToolbarExtensionArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona
typedef [FCommonToolMenuExtensionArgs](API\Editor\Persona\FPersonaModule\FCommonToolMenuExtensionArgs) FCommonToolbarExtensionArgs
[]
FPersonaModule::FCommonToolMenuExtensionArgs::FCommonToolMenuExtensionArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona
FCommonToolMenuExtensionArgs&40;&41;
[]
FCommonToolMenuExtensionArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Settings for AddCommonToolbarExtensions
Persona
struct FCommonToolMenuExtensionArgs
[ { "type": "bool", "name": "bCreateAsset", "description": "Adds a combo menu to allow other anim assets to be created" }, { "type": "bool", "name": "bPreviewAnimation", "description": "Adds a shortcut to setup a preview animation to override the current display" }, { "type": "bool...
FPersonaModule::GetMenuExtensibilityManager
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Gets the extensibility managers for outside entities to extend persona editor's menus and toolbars
Persona
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetMenuExtensibilityManager()
[]
FPersonaModule::GetToolBarExtensibilityManager
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetToolBarExtensibilityManager()
[]
FPersonaModule::ImportNewAsset
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Import a new asset using the supplied skeleton
Persona
virtual void ImportNewAsset ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, EFBXImportType DefaultImportType )
[]
FPersonaModule::OnGetCurrentRecording
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate used to get the currently recording animation
Persona
virtual FGetCurrentRecording & OnGetCurrentRecording()
[]
FPersonaModule::OnGetCurrentRecordingTime
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate used to get the currently recording animation time
Persona
virtual FGetCurrentRecordingTime & OnGetCurrentRecordingTime()
[]
FPersonaModule::OnIsRecordingActive
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate used to query whether recording is active
Persona
virtual FIsRecordingActive & OnIsRecordingActive()
[]
FPersonaModule::OnPreviewSceneCreated
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate broadcast when a preview scene is created
Persona
virtual FOnPreviewSceneCreated & OnPreviewSceneCreated()
[]
FPersonaModule::OnRecord
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate used to start recording animation
Persona
virtual FRecord & OnRecord()
[]
FPersonaModule::OnRegisterLayoutExtensions
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Register common layout extensions
Persona
virtual FOnRegisterLayoutExtensions & OnRegisterLayoutExtensions()
[]
FPersonaModule::OnRegisterTabs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Register common tabs
Persona
virtual FOnRegisterTabs & OnRegisterTabs()
[]
FPersonaModule::OnStopRecording
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Delegate used to stop recording animation
Persona
virtual FStopRecording & OnStopRecording()
[]
FPersonaModule::RecordAssetOpened
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Record that an asset was opened (forward to relevant asset families)
Persona
virtual void RecordAssetOpened ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
[]
FPersonaModule::ShutdownModule
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Called before the module is unloaded, right before the module object is destroyed.
Persona
virtual void ShutdownModule()
[]
FPersonaModule::RegisterPersonaViewportTabFactories
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Register 4 Persona viewport tab factories
Persona
virtual void RegisterPersonaViewportTabFactories ( [FWorkflowAllowedTabSet](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowAllowedTabSet) & TabSet, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & In...
[]
FPersonaModule::StartupModule
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Called right after the module's DLL has been loaded and the module object has been created
Persona
virtual void StartupModule()
[]
FPersonaModule::TestSkeletonCurveMetaDataForUse
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Check all animations & skeletal meshes for curve metadata usage
Persona
virtual void TestSkeletonCurveMetaDataForUse ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton ) const
[]
FPersonaModule::TestSkeletonCurveNamesForUse
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Deprecated* Please use TestSkeletonCurveMetaDataForUse
Persona
virtual void TestSkeletonCurveNamesForUse ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton ) const
[]
FPersonaModule
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona module manages the lifetime of all instances of Persona editors.
Persona
class FPersonaModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility)
[]
AdvancedPreviewSceneSettingsID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Advanced Preview Scene.
Persona
static const [FName](API\Runtime\Core\UObject\FName) AdvancedPreviewSceneSettingsID;
[]
AnimAssetPropertiesID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimAssetPropertiesID;
[]
AnimBlueprintDebugHistoryID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintDebugHistoryID;
[]
AnimBlueprintParentPlayerEditorID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintParentPlayerEditorID;
[]
AnimBlueprintPreviewEditorID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Skeleton/Sockets Anim Blueprint Params Explorer Class Defaults
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintPreviewEditorID;
[]
AnimCurveMetadataEditorID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimCurveMetadataEditorID;
[]
AnimCurveViewID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimCurveViewID;
[]
AssetBrowserID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AssetBrowserID;
[]
AnimMontageSectionsID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) AnimMontageSectionsID;
[]
BlendProfileManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) BlendProfileManagerID;
[]
CurveNameManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) CurveNameManagerID;
[]
DetailsID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) DetailsID;
[]
FindReplaceID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) FindReplaceID;
[]
MeshAssetPropertiesID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) MeshAssetPropertiesID;
[]
MirrorSetupID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) MirrorSetupID;
[]
MorphTargetsID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Selection Details.
Persona
static const [FName](API\Runtime\Core\UObject\FName) MorphTargetsID;
[]
PoseWatchManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) PoseWatchManagerID;
[]
PreviewManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) PreviewManagerID;
[]
PreviewViewport1ID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport1ID;
[]
PreviewViewport2ID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport2ID;
[]
PreviewViewport3ID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport3ID;
[]
PreviewViewportID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Toolbar.
Persona
static const [FName](API\Runtime\Core\UObject\FName) PreviewViewportID;
[]
RetargetManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Skeleton Pose manager.
Persona
static const [FName](API\Runtime\Core\UObject\FName) RetargetManagerID;
[]
RigManagerID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) RigManagerID;
[]
ScrubberID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Anim Document.
Persona
static const [FName](API\Runtime\Core\UObject\FName) ScrubberID;
[]
SkeletonAnimNotifiesID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) SkeletonAnimNotifiesID;
[]
SkeletonSlotGroupNamesID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) SkeletonSlotGroupNamesID;
[]
SkeletonSlotNamesID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) SkeletonSlotNamesID;
[]
SkeletonTreeViewID
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
Persona
static const [FName](API\Runtime\Core\UObject\FName) SkeletonTreeViewID;
[]
FPersonaTabs
/Engine/Source/Editor/Persona/Public/PersonaTabs.h
No constructors are accessible with public or protected access.
Persona
struct FPersonaTabs
[]
FPersonaToolkitArgs::FPersonaToolkitArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona
FPersonaToolkitArgs()
[]
FPersonaToolkitArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Initialization parameters for persona toolkits
Persona
struct FPersonaToolkitArgs
[ { "type": "bool", "name": "bCreatePreviewScene", "description": "Whether to create a preview scene" }, { "type": "bool", "name": "bPreviewMeshCanUseDifferentSkeleton", "description": "Set to true if the preview mesh can be associated with a skeleton different from the one being inspected...
FPersonaViewportArgs::FPersonaViewportArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Persona
FPersonaViewportArgs ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene )
[]
FPersonaViewportArgs
/Engine/Source/Editor/Persona/Public/PersonaModule.h
Arguments used to create a persona viewport tab
Persona
struct FPersonaViewportArgs
[ { "type": "bool", "name": "bAlwaysShowTransformToolbar", "description": "Whether we should always show the transform toolbar for this viewport" }, { "type": "TSharedPtr< cla...", "name": "BlueprintEditor", "description": "Optional blueprint editor that we can be embedded in" }, { ...
FPersonaViewportNotificationOptions::FPersonaViewportNotificationOptions
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Persona
FPersonaViewportNotificationOptions()
[]
FPersonaViewportNotificationOptions::FPersonaViewportNotificationOptions
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
In general on GetVisibility should always be provided
Persona
FPersonaViewportNotificationOptions ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > InOnGetVisibility )
[]
FPersonaViewportNotificationOptions
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Persona
struct FPersonaViewportNotificationOptions
[ { "type": "TAttribute< con...", "name": "OnGetBrushOverride", "description": "" }, { "type": "TAttribute<EVi...", "name": "OnGetVisibility", "description": "" } ]
FPhysicsAssetRenderInterface::AreAnyBodiesHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual bool AreAnyBodiesHidden ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderInterface::AreAnyConstraintsHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual bool AreAnyConstraintsHidden ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderInterface::DebugDraw
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void DebugDraw ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FPhysicsAssetRenderInterface::DebugDrawBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void DebugDrawBodies ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FColor](API...
[]
FPhysicsAssetRenderInterface::DebugDrawConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void DebugDrawConstraints ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FPhysicsAssetRenderInterface::GetConstraintViewportManipulationFlags
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Returns a set of flags describing which components of the selected constraint's transforms are being manipulated in the viewport.
Persona
virtual EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderInterface::IsDisplayingConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Returns true if the constraint transform component specified by the flags should be displayed as an offset from the default (snapped) transforms.
Persona
virtual bool IsDisplayingConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags )
[]
FPhysicsAssetRenderInterface::SaveConfig
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void SaveConfig()
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FPhysicsAssetRenderInterface::SetDisplayConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Change how the constraint transform component specified by the flags should be displayed, in the frame of their associated physics body or as an offset from the default (snapped) transforms.
Persona
virtual void SetDisplayConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )
[]
FPhysicsAssetRenderInterface::ToggleShowAllBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void ToggleShowAllBodies ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderInterface::ToggleShowAllConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
virtual void ToggleShowAllConstraints ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderInterface
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
class FPhysicsAssetRenderInterface : public [IPhysicsAssetRenderInterface](API\Editor\Persona\IPhysicsAssetRenderInterface)
[]
FPhysicsAssetRenderSettings::AreAnyBodiesHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
bool AreAnyBodiesHidden() const
[]
FPhysicsAssetRenderSettings::AreAnyConstraintsHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
bool AreAnyConstraintsHidden() const
[]
FPhysicsAssetRenderSettings::GetConstraintViewportManipulationFlags
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Returns a set of flags describing which components of the selected constraint's transforms are being manipulated in the view port.
Persona
EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags() const
[]
FPhysicsAssetRenderSettings::HideAll
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void HideAll ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]