className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
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 | [] |
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