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IHasPersonaToolkit::GetPersonaToolkit
/Engine/Source/Editor/Persona/Public/IHasPersonaToolkit.h
Get the toolkit held by this object
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetPersonaToolkit() const
[]
IHasPersonaToolkit
/Engine/Source/Editor/Persona/Public/IHasPersonaToolkit.h
Interface implemented by objects that hold a persona toolkit
Persona
class IHasPersonaToolkit
[]
IPersonaEditMode::AddReferencedObjects
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
Persona
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
IPersonaEditMode::Enter
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
Persona
virtual void Enter()
[]
IPersonaEditMode::Exit
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
Persona
virtual void Exit()
[]
IPersonaEditMode::IPersonaEditMode
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
These implementations are duplicated in the Persona module so that code that links only to Persona and not to the AnimationEditMode module can work properly
Persona
IPersonaEditMode()
[]
IPersonaEditMode::~IPersonaEditMode
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
Persona
virtual ~IPersonaEditMode()
[]
IPersonaEditMode
/Engine/Source/Editor/Persona/Public/IPersonaEditMode.h
Persona
class IPersonaEditMode : public [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode)
[]
IPersonaEditorModeManager::AddReferencedObjects
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
Persona
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
IPersonaEditorModeManager::IPersonaEditorModeManager
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Persona
IPersonaEditorModeManager()
[]
IPersonaEditorModeManager::~IPersonaEditorModeManager
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Persona
virtual ~IPersonaEditorModeManager()
[]
IPersonaEditorModeManager
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Persona
class IPersonaEditorModeManager : public [FAssetEditorModeManager](API\Editor\UnrealEd\FAssetEditorModeManager), public [IPersonaManagerContext](API\Editor\Persona\IPersonaManagerContext)
[]
IPersonaManagerContext::GetCameraTarget
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Get a camera target for when the user focuses the viewport true if the location is valid
Persona
bool GetCameraTarget ( FSphere & OutTarget ) const
[]
IPersonaManagerContext::GetOnScreenDebugInfo
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Get debug info for any editor modes that are active
Persona
void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugText ) const
[]
IPersonaManagerContext
/Engine/Source/Editor/Persona/Public/IPersonaEditorModeManager.h
Persona-specific extensions to the asset editor mode manager
Persona
class IPersonaManagerContext
[]
IPersonaPreviewScene::AllowMeshHitProxies
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get whether or not to ignore mesh hit proxies
Persona
bool AllowMeshHitProxies() const
[]
IPersonaPreviewScene::AttachObjectToPreviewComponent
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Attaches an object to the preview component using the supplied attach name, returning whether it was successfully attached or not
Persona
bool AttachObjectToPreviewComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) AttachTo )
[]
IPersonaPreviewScene::BroadcastMeshClick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Broadcasts that the preview mesh was clicked
Persona
bool BroadcastMeshClick ( [HActor](API\Runtime\Engine\HActor) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )
[]
IPersonaPreviewScene::BroadcastOnMorphTargetsChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Broadcasts that the preview mesh morph targets has changed
Persona
void BroadcastOnMorphTargetsChanged()
[]
IPersonaPreviewScene::BroadcastOnSelectedLODChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Broadcast select LOD changed
Persona
void BroadcastOnSelectedLODChanged()
[]
IPersonaPreviewScene::ClearRemoveAttachedComponentFilter
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Persona
void ClearRemoveAttachedComponentFilter()
[]
IPersonaPreviewScene::ClearSelectedActor
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Clears the selected actor
Persona
void ClearSelectedActor()
[]
IPersonaPreviewScene::ClearSelectedBone
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Clears the selected bone on the preview component
Persona
void ClearSelectedBone()
[]
IPersonaPreviewScene::DeselectAll
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Clears all selection on the preview component
Persona
void DeselectAll()
[]
IPersonaPreviewScene::EnableWind
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Enable wind. Useful when simulating cloth.
Persona
void EnableWind ( bool bEnableWind )
[]
IPersonaPreviewScene::FlagTickable
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Let the preview scene know that it should tick (because it is visible)
Persona
void FlagTickable()
[]
IPersonaPreviewScene::FocusViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Request our views to focus on the current item
Persona
void FocusViews()
[]
IPersonaPreviewScene::ForEachPreviewMesh
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Run a lambda function on each preview mesh in the scene
Persona
void ForEachPreviewMesh ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) *)> PerMeshFunction )
[]
IPersonaPreviewScene::GetActor
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the main actor
Persona
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const
[]
IPersonaPreviewScene::ClearSelectedSocket
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Clears the selected socket on the preview component
Persona
void ClearSelectedSocket()
[]
IPersonaPreviewScene::GetAllPreviewMeshComponents
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get array of all skeletal mesh components in the preview scene.
Persona
[TArray](API\Runtime\Core\Containers\TArray)< [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * > GetAllPreviewMeshComponents() const
[]
IPersonaPreviewScene::GetCurrentCameraOverride
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the current camera override
Persona
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorCameraController](API\Editor\UnrealEd\FEditorCameraController) > GetCurrentCameraOverride() const
[]
IPersonaPreviewScene::GetGravityScale
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the gravity scale
Persona
float GetGravityScale() const
[]
IPersonaPreviewScene::GetPersonaToolkit
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the persona toolkit we are associated with
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetPersonaToolkit() const
[]
IPersonaPreviewScene::GetPreviewAnimationAsset
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the animation asset we are previewing
Persona
[UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetPreviewAnimationAsset() const
[]
IPersonaPreviewScene::GetPreviewMesh
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the preview mesh for this scene (does go via skeleton/asset)
Persona
[USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const
[]
IPersonaPreviewScene::GetPreviewMeshComponent
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the skeletal mesh component we are using for preview, if any.
Persona
[UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetPreviewMeshComponent() const
[]
IPersonaPreviewScene::GetSelectedActor
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the currently selected actor
Persona
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetSelectedActor() const
[]
IPersonaPreviewScene::GetSelectedBoneIndex
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the currently selected bone index
Persona
int32 GetSelectedBoneIndex() const
[]
IPersonaPreviewScene::GetSelectedSocket
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the currently selected socket
Persona
[FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) GetSelectedSocket() const
[]
IPersonaPreviewScene::GetWindStrength
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Get the wind strength
Persona
float GetWindStrength() const
[]
IPersonaPreviewScene::HandleSkeletonTreeSelectionChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Handle syncing selection with the skeleton tree
Persona
void HandleSkeletonTreeSelectionChanged ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectInf...
[]
IPersonaPreviewScene::InvalidateViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Flag that we want our views to be updated
Persona
void InvalidateViews()
[]
IPersonaPreviewScene::IsShowReferencePoseEnabled
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Are we currently displaying the ref pose
Persona
bool IsShowReferencePoseEnabled() const
[]
IPersonaPreviewScene::IsWindEnabled
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Check whether wind is enabled
Persona
bool IsWindEnabled() const
[]
IPersonaPreviewScene::RefreshAdditionalMeshes
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Refreshes the additional meshes displayed in this preview scene
Persona
void RefreshAdditionalMeshes ( bool bAllowOverrideBaseMesh )
[]
IPersonaPreviewScene::RegisterOnAnimChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called after the preview animation has been changed
Persona
void RegisterOnAnimChanged ( const FOnAnimChanged & Delegate )
[]
IPersonaPreviewScene::RegisterOnCameraOverrideChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Register callback for when the camera override is changed
Persona
void RegisterOnCameraOverrideChanged ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnDeselectAll
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when all sockets/bones are deselected
Persona
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnDeselectAll ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnFocusViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the view should be focused
Persona
void RegisterOnFocusViews ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnInvalidateViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the view is invalidated
Persona
void RegisterOnInvalidateViews ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnLODChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the preview mesh's LOD has changed
Persona
void RegisterOnLODChanged ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnMeshClick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the preview mesh is clicked
Persona
void RegisterOnMeshClick ( const FOnMeshClick & Delegate )
[]
IPersonaPreviewScene::RegisterOnMorphTargetsChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the preview mesh's morph targets has changed
Persona
void RegisterOnMorphTargetsChanged ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnPostTick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Register a callback for just after the preview scene is ticked
Persona
void RegisterOnPostTick ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnPreTick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Register a callback for just before the preview scene is ticked
Persona
void RegisterOnPreTick ( const FSimpleDelegate & Delegate )
[]
IPersonaPreviewScene::RegisterOnPreviewMeshChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the preview mesh is changed
Persona
void RegisterOnPreviewMeshChanged ( const FOnPreviewMeshChanged & Delegate )
[]
IPersonaPreviewScene::RegisterOnSelectedBoneChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the currently selected bone has changed
Persona
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSelectedBoneChanged ( const FOnSelectedBoneChanged & Delegate )
[]
IPersonaPreviewScene::RegisterOnSelectedLODChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Register callback to be able to be notify when the select LOD is change
Persona
void RegisterOnSelectedLODChanged ( const FOnSelectedLODChanged & Delegate )
[]
IPersonaPreviewScene::RegisterOnSelectedSocketChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Registers a delegate to be called when the currently selected socket has changed
Persona
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSelectedSocketChanged ( const FOnSelectedSocketChanged & Delegate )
[]
IPersonaPreviewScene::RemoveAttachedObjectFromPreviewComponent
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Removes a currently attached object from the preview component
Persona
void RemoveAttachedObjectFromPreviewComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) AttachedTo )
[]
IPersonaPreviewScene::SetActor
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the main actor
Persona
void SetActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
IPersonaPreviewScene::SetAdditionalMeshes
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the additional meshes used by this preview scene (sets the additional meshes on the skeleton)
Persona
void SetAdditionalMeshes ( class [UDataAsset](API\Runtime\Engine\Engine\UDataAsset) * InAdditionalMeshes )
[]
IPersonaPreviewScene::SetAdditionalMeshesSelectable
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set whether additional meshes are selectable
Persona
void SetAdditionalMeshesSelectable ( bool bSelectable )
[]
IPersonaPreviewScene::SetAllowMeshHitProxies
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set whether or not to ignore mesh hit proxies
Persona
void SetAllowMeshHitProxies ( bool bState )
[]
IPersonaPreviewScene::SetCameraOverride
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Function to override the editor camera for this scene
Persona
void SetCameraOverride ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorCameraController](API\Editor\UnrealEd\FEditorCameraController) > NewCamera )
[]
IPersonaPreviewScene::SetDefaultAnimationMode
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the default mode this preview scene appears in. Optionally show the default mode.
Persona
void SetDefaultAnimationMode ( EPreviewSceneDefaultAnimationMode Mode, bool bShowNow )
[]
IPersonaPreviewScene::SetEditableSkeleton
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Replaces the current editable skeleton. This is not a safe operation unless you're working detached from other Persona components (eg. skeleton list).
Persona
void SetEditableSkeleton ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton )
[]
IPersonaPreviewScene::SetGravityScale
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the gravity scale
Persona
void SetGravityScale ( float InGravityScale )
[]
IPersonaPreviewScene::SetPreviewAnimationAsset
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the animation asset to preview
Persona
void SetPreviewAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, bool bEnablePreview )
[]
IPersonaPreviewScene::SetPreviewMesh
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the preview mesh for this scene (does not set the preview mesh on the skeleton/asset)
Persona
void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewPreviewMesh, bool bAllowOverrideBaseMesh )
[]
IPersonaPreviewScene::SetPreviewAnimationBlueprint
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the preview animation blueprint and an optional overlay (for sub-layers)
Persona
void SetPreviewAnimationBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InOverlayOrSubAnimBlueprint )
[]
IPersonaPreviewScene::SetPreviewMeshComponent
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the skeletal mesh component we are going to preview.
Persona
void SetPreviewMeshComponent ( [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InSkeletalMeshComponent )
[]
IPersonaPreviewScene::SetRemoveAttachedComponentFilter
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Setter/getter for can remove attach component
Persona
void SetRemoveAttachedComponentFilter ( const FOnRemoveAttachedComponentFilter & Delegate )
[]
IPersonaPreviewScene::SetSelectedActor
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Sets the selected actor
Persona
void SetSelectedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )
[]
IPersonaPreviewScene::SetSelectedBone
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Sets the selected bone on the preview component
Persona
virtual void SetSelectedBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )
[]
IPersonaPreviewScene::SetSelectedBone
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Sets the selected bone on the preview component
Persona
void SetSelectedBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectInfo )
[]
IPersonaPreviewScene::SetSelectedSocket
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Sets the selected socket on the preview component
Persona
void SetSelectedSocket ( const [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & SocketInfo )
[]
IPersonaPreviewScene::SetWindStrength
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Set the wind strength
Persona
void SetWindStrength ( float InWindStrength )
[]
IPersonaPreviewScene::ShowDefaultMode
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Show the mode specifed bySetDefaultAnimationMode()
Persona
void ShowDefaultMode()
[]
IPersonaPreviewScene::ShowReferencePose
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Show the reference pose of the displayed skeletal mesh. Otherwise display the default. Optionally reset bone transforms, if any.
Persona
void ShowReferencePose ( bool bShowRefPose, bool bResetBoneTransforms )
[]
IPersonaPreviewScene::TogglePlayback
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Toggle the playback of animation, if any
Persona
void TogglePlayback()
[]
IPersonaPreviewScene::UnregisterOnAnimChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called after the preview animation has been changed
Persona
void UnregisterOnAnimChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterForUndo
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregister this scene from the Undo chain. Necessary for certain editor windows.
Persona
void UnregisterForUndo()
[]
IPersonaPreviewScene::UnregisterOnCameraOverrideChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregister callback for when the camera override is changed
Persona
void UnregisterOnCameraOverrideChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnDeselectAll
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate called when all sockets/bones are deselected
Persona
void UnregisterOnDeselectAll ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )
[]
IPersonaPreviewScene::UnregisterOnFocusViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the view should be focused
Persona
void UnregisterOnFocusViews ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnInvalidateViews
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the view is invalidated
Persona
void UnregisterOnInvalidateViews ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnLODChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the preview mesh's LOD has changed
Persona
void UnregisterOnLODChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnMeshClick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the preview mesh is clicked
Persona
void UnregisterOnMeshClick ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnMorphTargetsChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the preview mesh's morph targets has changed
Persona
void UnregisterOnMorphTargetsChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnPostTick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregister a callback for just after the preview scene is ticked
Persona
void UnregisterOnPostTick ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnPreTick
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregister a callback for just before the preview scene is ticked
Persona
void UnregisterOnPreTick ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnPreviewMeshChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate to be called when the preview mesh is changed
Persona
void UnregisterOnPreviewMeshChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnSelectedBoneChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate called when the currently selected bone has changed
Persona
void UnregisterOnSelectedBoneChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )
[]
IPersonaPreviewScene::UnRegisterOnSelectedLODChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregister callback to free up the ressources
Persona
void UnRegisterOnSelectedLODChanged ( void * Thing )
[]
IPersonaPreviewScene::UnregisterOnSelectedSocketChanged
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Unregisters a delegate called when the currently selected socket has changed
Persona
void UnregisterOnSelectedSocketChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )
[]
IPersonaPreviewScene::IPersonaPreviewScene
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Constructor only here to pass ConstructionValues to base constructor
Persona
IPersonaPreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVS )
[]
IPersonaPreviewScene
/Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h
Persona
class IPersonaPreviewScene : public [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene)
[]
IPersonaToolkit::CanPreviewMeshUseDifferentSkeleton
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Returns true if the preview mesh can use skeletal meshes that don't share the same skeleton as the one being edited.
Persona
bool CanPreviewMeshUseDifferentSkeleton() const
[]