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FPhysicsAssetRenderSettings::HideAllBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void HideAllBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderSettings::HideAllConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void HideAllConstraints ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderSettings::HideBody
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void HideBody ( const int32 BodyIndex )
[]
FPhysicsAssetRenderSettings::HideConstraint
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void HideConstraint ( const int32 ConstraintIndex )
[]
FPhysicsAssetRenderSettings::InitPhysicsAssetRenderSettings
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void InitPhysicsAssetRenderSettings ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBoneUnselectedMaterial, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBoneNoCollisionMaterial )
[]
FPhysicsAssetRenderSettings::IsBodyHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Accessors/helper methods
Persona
bool IsBodyHidden ( const int32 BodyIndex ) const
[]
FPhysicsAssetRenderSettings::IsConstraintHidden
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
bool IsConstraintHidden ( const int32 ConstraintIndex ) const
[]
FPhysicsAssetRenderSettings::ResetEditorViewportOptions
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ResetEditorViewportOptions()
[]
FPhysicsAssetRenderSettings::IsDisplayingConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Returns true if all the constraint transform components specified by the flags should be displayed as an offset from the default (snapped) transforms.
Persona
bool IsDisplayingConstraintTransformComponentRelativeToDefault ( const EConstraintTransformComponentFlags ComponentFlags ) const
[]
FPhysicsAssetRenderSettings::SetDisplayConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Set how the constraint transform components specified by the flags should be displayed, in the frame of their associated physics body (false) or as an offset from the default (snapped) transforms (true).
Persona
void SetDisplayConstraintTransformComponentRelativeToDefault ( const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )
[]
FPhysicsAssetRenderSettings::SetHiddenBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void SetHiddenBodies ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InHiddenBodies )
[]
FPhysicsAssetRenderSettings::SetHiddenConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void SetHiddenConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InHiddenConstraints )
[]
FPhysicsAssetRenderSettings::ShowAll
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ShowAll()
[]
FPhysicsAssetRenderSettings::ShowAllBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ShowAllBodies()
[]
FPhysicsAssetRenderSettings::ShowAllConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ShowAllConstraints()
[]
FPhysicsAssetRenderSettings::ShowBody
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ShowBody ( const int32 BodyIndex )
[]
FPhysicsAssetRenderSettings::ShowConstraint
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ShowConstraint ( const int32 ConstraintIndex )
[]
FPhysicsAssetRenderSettings::ToggleShowAllBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ToggleShowAllBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderSettings::ToggleShowAllConstraints
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ToggleShowAllConstraints ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
FPhysicsAssetRenderSettings::ToggleShowBody
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ToggleShowBody ( const int32 BodyIndex )
[]
FPhysicsAssetRenderSettings::ToggleShowConstraint
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
void ToggleShowConstraint ( const int32 ConstraintIndex )
[]
FPhysicsAssetRenderSettings::FPhysicsAssetRenderSettings
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
FPhysicsAssetRenderSettings()
[]
FPhysicsAssetRenderSettings
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
These parameters are used across different editor modes to ensure the debug draw is consistent. This makes it easier to create or debug physics assets whilst switching between editor modes.
Persona
struct FPhysicsAssetRenderSettings
[ { "type": "bool", "name": "bHideKinematicBodies", "description": "" }, { "type": "bool", "name": "bHideSimulatedBodies", "description": "" }, { "type": "TObjectPtr< cla...", "name": "BoneNoCollisionMaterial", "description": "" }, { "type": "FColor", "name": "B...
FSkinWeightImportOptionsCustomization::CustomizeDetails
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Called when details should be customized
Persona
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
FSkinWeightImportOptionsCustomization::IsProfileNameValid
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
const bool IsProfileNameValid ( const [FString](API\Runtime\Core\Containers\FString) & NewName ) const
[]
FSkinWeightImportOptionsCustomization::MakeInstance
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )
[]
FSkinWeightImportOptionsCustomization::OnGetProfileName
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
[FText](API\Runtime\Core\Internationalization\FText) OnGetProfileName() const
[]
FSkinWeightImportOptionsCustomization::OnProfileNameChanged
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
void OnProfileNameChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewText )
[]
FSkinWeightImportOptionsCustomization::OnProfileNameCommitted
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
void OnProfileNameCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) InTextCommit )
[]
FSkinWeightImportOptionsCustomization::UpdateNameRestriction
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
void UpdateNameRestriction()
[]
FSkinWeightImportOptionsCustomization::FSkinWeightImportOptionsCustomization
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Persona
FSkinWeightImportOptionsCustomization ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )
[]
FSkinWeightImportOptionsCustomization
/Engine/Source/Editor/Persona/Public/SSkinWeightProfileImportOptions.h
Details customization for the import object, used to hide certain properties when needed and ensure we do not get duplicate profile names
Persona
class FSkinWeightImportOptionsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)
[ { "type": "TSharedPtr<SEd...", "name": "NameEditTextBox", "description": "" }, { "type": "TSharedPtr<IPr...", "name": "ProfileNameHandle", "description": "" }, { "type": "TArray<FString...", "name": "RestrictedNames", "description": "" }, { "type": "TWeakObjectPtr...
FSkinWeightProfileHelpers::ClearSkinWeightProfileInstanceOverrides
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Goes through every component using the given Skeletal Mesh and checks whether or not it currently has the Skin Weight Profile set (for either preview or at runtime)
Persona
static void ClearSkinWeightProfileInstanceOverrides ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [FName](API\Runtime\Core\UObject\FName) InProfileName )
[]
FSkinWeightProfileHelpers::CopySkinWeightsToProfile
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Creates a copy of the skin weights from SourceMesh into a Skin Weight profile as part of TargetMesh
Persona
static bool CopySkinWeightsToProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, const int32 LODIndex, const [FName](API\Runtime\Core\UObject\FName) ProfileName )
[]
FSkinWeightProfileHelpers::ImportSkinWeightProfile
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Tries to import a new set of Skin Weights for the given Skeletal Mesh from an FBX file
Persona
static void ImportSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )
[]
FSkinWeightProfileHelpers::ImportSkinWeightProfileLOD
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Tries to import a new set of Skin Weights for the given Skeletal Mesh at the given LOD index from an FBX file
Persona
static void ImportSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [FName](API\Runtime\Core\UObject\FName) ProfileName, int32 LODIndex )
[]
FSkinWeightProfileHelpers::ReimportSkinWeightProfileLOD
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Tries to re import the previously imported skin weights for the given Skeletal Mesh, Profile name and LODIndex
Persona
static void ReimportSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName, const int32 LODIndex )
[]
FSkinWeightProfileHelpers::RemoveSkinWeightProfile
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Tries to remove the previously imported skin weights for all LODs from the given Skeletal Mesh and Profile name
Persona
static void RemoveSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName )
[]
FSkinWeightProfileHelpers::RemoveSkinWeightProfileLOD
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Tries to remove the previously imported skin weights for all LODs from the given Skeletal Mesh, Profile name and LOD index
Persona
static void RemoveSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName, const int32 LODIndex )
[]
FSkinWeightProfileHelpers
/Engine/Source/Editor/Persona/Public/SkinWeightProfileHelpers.h
Set of editor-only helper functions used by various bits of UI related to Skin Weight profiles
Persona
struct FSkinWeightProfileHelpers
[]
FSocketDragDropOp::GetDefaultDecorator
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
The widget decorator to use
Persona
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const
[]
FSocketDragDropOp::GetHoverText
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Passed intoSTextBlockso Slate can grab the current text for display
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetHoverText() const
[]
FSocketDragDropOp::GetIcon
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Passed intoSImageso Slate can grab the current icon for display
Persona
const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIcon() const
[]
FSocketDragDropOp::GetSocketInfo
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Accessor for the socket info
Persona
[FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & GetSocketInfo()
[]
FSocketDragDropOp::GetTypeId
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Persona
static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()
[]
FSocketDragDropOp::IsOfTypeImpl
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Checks whether this drag and drop operation can cast safely to the specified type.
Persona
virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const
[]
FSocketDragDropOp::IsAltDrag
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Is this an alt-drag operation?
Persona
bool IsAltDrag()
[]
FSocketDragDropOp::New
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Use this function to create a new one of me
Persona
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSocketDragDropOp](API\Editor\Persona\FSocketDragDropOp) > New ( [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) InSocketInfo, bool bInIsAltDrag )
[]
FSocketDragDropOp::SetIcon
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
Sets the icon to be displayed
Persona
void SetIcon ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIcon )
[]
FSocketDragDropOp
/Engine/Source/Editor/Persona/Public/SocketDragDropOp.h
FSocketDragDropOp
Persona
class FSocketDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)
[]
GetPrimitiveRef
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< TReturnType(const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, const int32 PrimitiveIndex, const [FPhysicsAssetRenderSettings](API\Editor\Persona\FPhysicsAssetRenderSetti...
[]
GetPrimitiveTransformRef
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Persona
typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< FTransform(const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *PhysicsAsset, const FTransform &BoneTM, const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimType, co...
[]
HPersonaBoneHitProxy::GetMouseCursor
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Override to change the mouse based on what it is hovering over.
Persona
virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetMouseCursor()
[]
HPersonaBoneHitProxy::GetType
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const
[]
HPersonaBoneHitProxy::StaticGetType
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()
[]
HPersonaBoneHitProxy::HPersonaBoneHitProxy
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
HPersonaBoneHitProxy ( int32 InBoneIndex, [FName](API\Runtime\Core\UObject\FName) InBoneName )
[]
HPersonaBoneHitProxy
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
struct HPersonaBoneHitProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)
[ { "type": "int32", "name": "BoneIndex", "description": "" }, { "type": "FName", "name": "BoneName", "description": "" } ]
HPersonaSocketHitProxy::GetMouseCursor
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Override to change the mouse based on what it is hovering over.
Persona
virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetMouseCursor()
[]
HPersonaSocketHitProxy::GetType
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const
[]
HPersonaSocketHitProxy::StaticGetType
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()
[]
HPersonaSocketHitProxy::HPersonaSocketHitProxy
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
HPersonaSocketHitProxy ( [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket )
[]
HPersonaSocketHitProxy
/Engine/Source/Editor/Persona/Public/PersonaSelectionProxies.h
Persona
struct HPersonaSocketHitProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)
[ { "type": "USkeletalMeshSo...", "name": "Socket", "description": "" } ]
IAnimAssetFindReplace::GetCurrentProcessor
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Gets the current processor instance
Persona
[UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) * GetCurrentProcessor() const
[]
IAnimAssetFindReplace::GetProcessor
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Gets the processor instance of the specified type
Persona
template<typename ProcessorType> ProcessorType * GetProcessor() const
[]
IAnimAssetFindReplace::GetProcessor
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Gets the processor instance of the specified type
Persona
[UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) * GetProcessor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) > InProcessorClass ) const
[]
IAnimAssetFindReplace::SetCurrentProcessor
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Sets the type of the current processor we are using to find/replace with
Persona
void SetCurrentProcessor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) > InProcessorClass )
[]
IAnimAssetFindReplace
/Engine/Source/Editor/Persona/Public/AnimAssetFindReplace.h
Public interface to the find/replace widget
Persona
class IAnimAssetFindReplace : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
IAnimationSequenceBrowser::AddToHistory
/Engine/Source/Editor/Persona/Public/IAnimationSequenceBrowser.h
Add to navigation history
Persona
void AddToHistory ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset )
[]
IAnimationSequenceBrowser::FilterBySkeletonNotify
/Engine/Source/Editor/Persona/Public/IAnimationSequenceBrowser.h
Add filter by skeleton notify name
Persona
void FilterBySkeletonNotify ( const [FName](API\Runtime\Core\UObject\FName) & InNotifyName )
[]
IAnimationSequenceBrowser::SelectAsset
/Engine/Source/Editor/Persona/Public/IAnimationSequenceBrowser.h
Select the specified asset
Persona
void SelectAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset )
[]
IAnimationSequenceBrowser
/Engine/Source/Editor/Persona/Public/IAnimationSequenceBrowser.h
Persona
class IAnimationSequenceBrowser : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
IAnimSequenceCurveEditor::AddCurve
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Add a curve for editing
Persona
void AddCurve ( const [FText](API\Runtime\Core\Internationalization\FText) & InCurveDisplayName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCurveColor, const [FName](API\Runtime\Core\UObject\FName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate InOnCurveModified )
[]
IAnimSequenceCurveEditor::AddCurve
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Deprecated* Please use AddCurve that takes anFName.
Persona
virtual void AddCurve ( const [FText](API\Runtime\Core\Internationalization\FText) & InCurveDisplayName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCurveColor, const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate InOnCurv...
[]
IAnimSequenceCurveEditor::RemoveCurve
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Remove a curve for editing
Persona
void RemoveCurve ( const [FName](API\Runtime\Core\UObject\FName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex )
[]
IAnimSequenceCurveEditor::RemoveCurve
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Deprecated* Please use AddCurve that takes anFName.
Persona
virtual void RemoveCurve ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex )
[]
IAnimSequenceCurveEditor::ResetCurves
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Reset the curves that are edited by this widget
Persona
void ResetCurves()
[]
IAnimSequenceCurveEditor::ZoomToFit
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Zoom to fit all the curves
Persona
void ZoomToFit()
[]
IAnimSequenceCurveEditor
/Engine/Source/Editor/Persona/Public/IAnimSequenceCurveEditor.h
Interface to the curve editor tab in the anim sequence editor
Persona
class IAnimSequenceCurveEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
FOnAssetFamilyChanged
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Event fired when an asset family changes (e.g. relationships are altered)
Persona
class FOnAssetFamilyChanged : public TBaseMulticastDelegate_NoParams< void >
[]
IAssetFamily::FindAssetOfType
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Find the most relevant asset of a specified type
Persona
[FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) FindAssetOfType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType ) const
[]
IAssetFamily::FindAssetsOfType
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Find all assets of a specified type
Persona
void FindAssetsOfType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets ) const
[]
FOnAssetOpened
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Event fired when an asset is opened
Persona
class FOnAssetOpened : public TBaseMulticastDelegate_OneParam< void, UObject * >
[]
IAssetFamily::GetAsset
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Find the most relevant asset of a specified type
Persona
template<typename AssetType> [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAsset()
[]
IAssetFamily::GetAssetFamilyClass
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
the outermost superclass of the passed-in class for this asset family
Persona
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAssetFamilyClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const
[]
IAssetFamily::GetAssets
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Find all assets of a specified type
Persona
template<typename AssetType> void GetAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )
[]
IAssetFamily::GetAssetTypeDisplayIcon
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Gets the slate brush that represents this asset family
Persona
const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetAssetTypeDisplayIcon ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const
[]
IAssetFamily::GetAssetTypeDisplayName
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Gets the name of an asset that will be displayed to a user
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetAssetTypeDisplayName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const
[]
IAssetFamily::GetAssetTypeDisplayTint
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Gets the color to tint the asset display icon
Persona
[FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetAssetTypeDisplayTint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const
[]
IAssetFamily::GetAssetTypes
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Get all the asset classes this family supports (doesnt need to include derived classes)
Persona
void GetAssetTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OutAssetTypes ) const
[]
IAssetFamily::GetOnAssetFamilyChanged
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Persona
[IAssetFamily::FOnAssetFamilyChanged](API\Editor\Persona\IAssetFamily\FOnAssetFamilyChanged) TBaseMulticastDelegate_NoParams GetOnAssetFamilyChanged()
[]
IAssetFamily::GetOnAssetOpened
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Persona
[IAssetFamily::FOnAssetOpened](API\Editor\Persona\IAssetFamily\FOnAssetOpened) TBaseMulticastDelegate_OneParam GetOnAssetOpened()
[]
IAssetFamily::IsAssetCompatible
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Check whether an asset is compatible with this family
Persona
bool IsAssetCompatible ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const
[]
IAssetFamily::RecordAssetOpened
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Record that an asset was opened
Persona
void RecordAssetOpened ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )
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IAssetFamily::~IAssetFamily
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Virtual destructor
Persona
virtual ~IAssetFamily()
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IAssetFamily
/Engine/Source/Editor/Persona/Public/IAssetFamily.h
Represents a group of related assets, e.g. a skeleton, its animations and skeletal meshes
Persona
class IAssetFamily
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IBlendSpaceAnalysisFeature::CalculateSampleValue
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
This should process the animation according to the analysis properties, or return false if that is not possible.
Persona
bool CalculateSampleValue ( float & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const [UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties) * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale...
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IBlendSpaceAnalysisFeature::GetAnalysisFunctions
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
This should return the names of the functions handled.
Persona
[TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAnalysisFunctions() const
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IBlendSpaceAnalysisFeature::GetModuleFeatureName
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Persona
static [FName](API\Runtime\Core\UObject\FName) GetModuleFeatureName()
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IBlendSpaceAnalysisFeature::MakeAnalysisProperties
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
This should return an instance derived fromUAnalysisPropertiesthat is suitable for the Function. The caller will pass in a suitable owning object, outer, that the implementation should assign as owner of the newly created object.
Persona
[UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties) * MakeAnalysisProperties ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FString](API\Runtime\Core\Containers\FString) & FunctionName ) const
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IBlendSpaceAnalysisFeature
/Engine/Source/Editor/Persona/Public/BlendSpaceAnalysis.h
Users wishing to add their own analysis functions and structures should inherit from this, implement the virtual functions, and register an instance withIModularFeatures. It may help to look at the implementation of FCoreBlendSpaceAnalysisFeature when doing this.
Persona
class IBlendSpaceAnalysisFeature : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
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