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IPersonaToolkit::CustomizeSceneSettings
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Callback to customize the Preview Scene Settings details tab. Different asset types require unique options.
Persona
virtual void CustomizeSceneSettings ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
IPersonaToolkit::GetAnimationAsset
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the animation asset that we are editing
Persona
[UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
IPersonaToolkit::GetAnimBlueprint
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the anim blueprint that we are editing
Persona
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
IPersonaToolkit::GetContext
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the context in which this toolkit is being used (usually the class name of the asset)
Persona
[FName](API\Runtime\Core\UObject\FName) GetContext() const
[]
IPersonaToolkit::GetCustomData
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Retrieve editor custom data. Return INDEX_NONE if the key is invalid
Persona
virtual int32 GetCustomData ( const int32 Key ) const
[]
IPersonaToolkit::GetEditableSkeleton
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the editable skeleton that we are editing
Persona
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const
[]
IPersonaToolkit::GetMesh
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the skeletal mesh that we are editing
Persona
[USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetMesh() const
[]
IPersonaToolkit::GetPreviewMesh
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the preview mesh, according to context (mesh, skeleton or animation etc.). Note that this returns the preview mesh that is set for the asset currently being edited, which may be different from the one displayed in the viewport.
Persona
[USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const
[]
IPersonaToolkit::GetPreviewAnimationBlueprint
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the preview anim blueprint, used to preview sub layers in context.
Persona
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetPreviewAnimationBlueprint() const
[]
IPersonaToolkit::GetPreviewMeshComponent
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the preview component that we are using
Persona
[UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetPreviewMeshComponent() const
[]
IPersonaToolkit::GetPreviewScene
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the preview scene that we are using
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > GetPreviewScene() const
[]
IPersonaToolkit::GetSkeleton
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Get the skeleton that we are editing
Persona
[USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const
[]
IPersonaToolkit::SetAnimationAsset
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Set the animation asset we are editing
Persona
void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset )
[]
IPersonaToolkit::SetCustomData
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Store the custom data using the key. Remark: The custom data memory should be clear when the editor is close by the user, this is not persistent data. Currently we use it to store the state of the editor UI to restore it properly when a refresh happen.
Persona
virtual void SetCustomData ( const int32 Key, const int32 CustomData )
[]
IPersonaToolkit::SetMesh
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Set the skeletal mesh we are editing
Persona
void SetMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )
[]
IPersonaToolkit::SetPreviewAnimationBlueprint
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Set the preview anim blueprint, used to preview sub layers in context.
Persona
void SetPreviewAnimationBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
IPersonaToolkit::SetPreviewMesh
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Set the preview mesh, according to context (mesh, skeleton or animation etc.) Note that this sets the mesh in the asset and in the viewport (and may re-open the asset editor to apply this).
Persona
void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, bool bSetPreviewMeshInAsset )
[]
IPersonaToolkit::~IPersonaToolkit
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Virtual destructor
Persona
virtual ~IPersonaToolkit()
[]
IPersonaToolkit
/Engine/Source/Editor/Persona/Public/IPersonaToolkit.h
Reusable 'Persona' features for asset editors concerned with USkeleton-related assets
Persona
class IPersonaToolkit
[]
IPersonaViewport::AddNotification
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Add a notification widget the widget containing the notification
Persona
[TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AddNotification ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) > InSeverity, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InCanBeDism...
[]
IPersonaViewport::AddOverlayWidget
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Overlay a widget over the whole viewport
Persona
void AddOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InOverlaidWidget )
[]
IPersonaViewport::AddToolbarExtender
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Adds an extender to the viewport's toolbar
Persona
void AddToolbarExtender ( [FName](API\Runtime\Core\UObject\FName) MenuToExtend, FMenuExtensionDelegate MenuBuilderDelegate )
[]
IPersonaViewport::GetPinnedCommandList
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Get the pinned commands list for this viewport
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPinnedCommandList](API\Editor\PinnedCommandList\IPinnedCommandList) > GetPinnedCommandList() const
[]
IPersonaViewport::GetKeyDownDelegate
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Returns the delegate broadcasted two in case we have an unhandled key
Persona
FPersonaViewportKeyDownDelegate & GetKeyDownDelegate()
[]
IPersonaViewport::GetViewportClient
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Get the viewport client contained within this viewport
Persona
[FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetViewportClient() const
[]
IPersonaViewport::RemoveNotification
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Remove a notification widget
Persona
void RemoveNotification ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InContainingWidget )
[]
IPersonaViewport::RemoveOverlayWidget
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Remove an overlay widget from the viewport
Persona
void RemoveOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InOverlaidWidget )
[]
IPersonaViewport::RestoreState
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Restore the viewport state
Persona
void RestoreState ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaViewportState](API\Editor\Persona\IPersonaViewportState) > InState )
[]
IPersonaViewport::SaveState
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Save the viewport state
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaViewportState](API\Editor\Persona\IPersonaViewportState) > SaveState() const
[]
IPersonaViewport
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Abstract viewport that can save and restore state
Persona
class IPersonaViewport : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
IPersonaViewportState
/Engine/Source/Editor/Persona/Public/IPersonaViewport.h
Opaque state interface for saving and restoring viewport state
Persona
struct IPersonaViewportState
[]
IPhysicsAssetRenderInterface::AreAnyBodiesHidden
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
bool AreAnyBodiesHidden ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
IPhysicsAssetRenderInterface::AreAnyConstraintsHidden
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
bool AreAnyConstraintsHidden ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
IPhysicsAssetRenderInterface::DebugDraw
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void DebugDraw ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
IPhysicsAssetRenderInterface::DebugDrawBodies
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void DebugDrawBodies ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FColor]...
[]
IPhysicsAssetRenderInterface::DebugDrawConstraints
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void DebugDrawConstraints ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
IPhysicsAssetRenderInterface::GetConstraintViewportManipulationFlags
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
IPhysicsAssetRenderInterface::IsDisplayingConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
bool IsDisplayingConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags )
[]
IPhysicsAssetRenderInterface::SaveConfig
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void SaveConfig()
[]
IPhysicsAssetRenderInterface::SetDisplayConstraintTransformComponentRelativeToDefault
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void SetDisplayConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )
[]
IPhysicsAssetRenderInterface::ToggleShowAllBodies
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void ToggleShowAllBodies ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
IPhysicsAssetRenderInterface::ToggleShowAllConstraints
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
void ToggleShowAllConstraints ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )
[]
IPhysicsAssetRenderInterface
/Engine/Source/Editor/Persona/Public/IPhysicsAssetRenderInterface.h
Persona
class IPhysicsAssetRenderInterface : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[]
PersonaUtils::ECopyOptions
/Engine/Source/Editor/Persona/Public/PersonaUtils.h
Options for CopyPropertiesToCDO
Persona
namespace PersonaUtils { enum ECopyOptions { Default = 0, PreviewOnly = 1 << 0, CallPostEditChangeProperty = 1 << 1, OnlyCopyEditOrInterpProperties = 1 << 2, FilterBlueprintReadOnly = 1 << 3, } }
[]
PhysicsAssetRender::DebugDrawBodies
/Engine/Source/Editor/Persona/Public/PhysicsAssetRenderUtils.h
Debug draw Physics Asset bodies using the supplied custom callbacks
Persona
namespace PhysicsAssetRender { void PhysicsAssetRender::DebugDrawBodies ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\En...
[]
SAnimAttributeEntry::Construct
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
void Construct ( const [FArguments](API\Editor\Persona\SAnimAttributeEntry\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAnimAttributeEntry](API\Ed...
[]
WidgetArgsType
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
typedef FArguments WidgetArgsType
[]
SAnimAttributeEntry::FArguments::FArguments
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
struct FArguments : public [TSlateBaseNamedArgs< SAnimAttributeEntry >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SAnimAttributeEntry::GenerateWidgetForColumn
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Overridden fromSMultiColumnTableRow. Generates a widget for this column of the tree row.
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnName )
[]
SAnimAttributeEntry::GetEntryBoneName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetEntryBoneName() const
[]
SAnimAttributeEntry::GetEntryName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetEntryName() const
[]
SAnimAttributeEntry::GetEntrySnapshotDisplayName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetEntrySnapshotDisplayName() const
[]
SAnimAttributeEntry::GetEntryTypeName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
[FText](API\Runtime\Core\Internationalization\FText) GetEntryTypeName() const
[]
SAnimAttributeEntry
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
class SAnimAttributeEntry : public [SMultiColumnTableRow< TSharedPtr< FAnimAttributeEntry > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)
[]
SAnimAttributeView::ClearListView
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
void ClearListView()
[]
SAnimAttributeView::Construct
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
void Construct ( const [FArguments](API\Editor\Persona\SAnimAttributeView\FArguments) & InArgs )
[]
SAnimAttributeView::DisplayNewAttributeContainerSnapshots
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
void DisplayNewAttributeContainerSnapshots ( const [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), const [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & >> & InSnapshots, const [USkeletalMeshCompon...
[]
SAnimAttributeView::FArguments::OnGetAttributeSnapshotColumnDisplayName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Override what is displayed in the snapshot column, given a set of snapshots that contains the attribute
Persona
WidgetArgsType & OnGetAttributeSnapshotColumnDisplayName &40; const FOnGetAttributeSnapshotColumnDisplayName & InDelegate &41;
[]
SAnimAttributeView::FArguments::SnapshotColumnLabelOverride
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Override the label on the snapshot column, a typical choice is "Direction"
Persona
WidgetArgsType & SnapshotColumnLabelOverride &40; const TAttribute< FText > & InAttribute &41;
[]
WidgetArgsType
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
typedef FArguments WidgetArgsType
[]
SAnimAttributeView::FArguments::FArguments
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
struct FArguments : public [TSlateBaseNamedArgs< SAnimAttributeView >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
FOnGetAttributeSnapshotColumnDisplayName
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
typedef TBaseDelegate_OneParam< [FName](API\Runtime\Core\UObject\FName), const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & > FOnGetAttributeSnapshotColumnDisplayName
[]
SAnimAttributeView::Tick
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.
Persona
virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
[]
SAnimAttributeView::SAnimAttributeView
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
SAnimAttributeView()
[]
SAnimAttributeView
/Engine/Source/Editor/Persona/Public/SAnimAttributeView.h
Persona
class SAnimAttributeView : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SBoneMappingBase::Construct
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Slate construction function
Persona
void Construct ( const [FArguments](API\Editor\Persona\SBoneMappingBase\FArguments) & InArgs, FSimpleMulticastDelegate & InOnPostUndo )
[]
SBoneMappingBase::FArguments::OnBoneMappingChanged
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnBoneMappingChanged &40; const FOnBoneMappingChanged & InDelegate &41;
[]
SBoneMappingBase::FArguments::OnCreateBoneMapping
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnCreateBoneMapping &40; const FOnCreateBoneMapping & InDelegate &41;
[]
SBoneMappingBase::FArguments::OnGetBoneMapping
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnGetBoneMapping &40; const FOnGetBoneMapping & InDelegate &41;
[]
SBoneMappingBase::FArguments::OnGetReferenceSkeleton
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnGetReferenceSkeleton &40; const FGetReferenceSkeleton & InDelegate &41;
[]
WidgetArgsType
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
typedef FArguments WidgetArgsType
[]
SBoneMappingBase::FArguments::FArguments
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
struct FArguments : public [TSlateBaseNamedArgs< SBoneMappingBase >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SBoneMappingBase::GenerateBoneMappingRow
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Create a widget for an entry in the tree from an info A new Slate widget, containing the UI for this row
Persona
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateBoneMappingRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDisplayedBoneMappingInfo](API\Editor\Persona\FDisplayedBoneMappingInfo) > InInfo, const [TSharedRef](API\Runtime\Core\Templates\TS...
[]
SBoneMappingBase::OnFilterTextChanged
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Filters theSListViewwhen the user changes the search text box (NameFilterBox)
Persona
void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText )
[]
SBoneMappingBase::OnFilterTextCommitted
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Filters theSListViewwhen the user hits enter or clears the search box Simply calls OnFilterTextChanged
Persona
void OnFilterTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )
[]
SBoneMappingBase::RefreshBoneMappingList
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Handler for the delete of retarget source
Persona
void RefreshBoneMappingList()
[]
SBoneMappingListRow::Construct
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
void Construct ( const [FArguments](API\Editor\Persona\SBoneMappingListRow\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTableView )
[]
SBoneMappingListRow::FArguments::BoneMappingListView
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Widget used to display the list of retarget sources
Persona
WidgetArgsType & BoneMappingListView &40; TSharedPtr< SBoneMappingListType > InArg &41;
[]
SBoneMappingListRow::FArguments::Item
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
The item for this row
Persona
WidgetArgsType & Item &40; FDisplayedBoneMappingInfoPtr InArg &41;
[]
SBoneMappingBase
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
class SBoneMappingBase : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SBoneMappingListRow::FArguments::OnBoneMappingChanged
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnBoneMappingChanged &40; const FOnBoneMappingChanged & InDelegate &41;
[]
SBoneMappingListRow::FArguments::OnGetBoneMapping
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnGetBoneMapping &40; const FOnGetBoneMapping & InDelegate &41;
[]
SBoneMappingListRow::FArguments::OnGetFilteredText
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnGetFilteredText &40; const FOnGetFilteredText & InDelegate &41;
[]
SBoneMappingListRow::FArguments::OnGetReferenceSkeleton
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
WidgetArgsType & OnGetReferenceSkeleton &40; const FGetReferenceSkeleton & InDelegate &41;
[]
WidgetArgsType
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
typedef FArguments WidgetArgsType
[]
SBoneMappingListRow::FArguments::FArguments
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
FArguments&40;&41;
[]
FArguments
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
struct FArguments : public [TSlateBaseNamedArgs< SBoneMappingListRow >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SBoneMappingListRow::GenerateWidgetForColumn
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Overridden fromSMultiColumnTableRow. Generates a widget for this column of the tree row.
Persona
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnName )
[]
SBoneMappingListRow
/Engine/Source/Editor/Persona/Public/SBoneMappingBase.h
Persona
class SBoneMappingListRow : public [SMultiColumnTableRow< FDisplayedBoneMappingInfoPtr >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)
[]
SBoneSelectionWidget::FArguments::bShowSocket
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Persona
WidgetArgsType & bShowSocket &40; bool InArg &41;
[]
SBoneSelectionWidget::Construct
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Construct this widget
Persona
void Construct ( const [FArguments](API\Editor\Persona\SBoneSelectionWidget\FArguments) & InArgs )
[]
SBoneSelectionWidget::FArguments::bShowVirtualBones
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Should show skeletons virtual bones in tree
Persona
WidgetArgsType & bShowVirtualBones &40; bool InArg &41;
[]
SBoneSelectionWidget::FArguments::OnBoneSelectionChanged
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Set selected bone name
Persona
WidgetArgsType & OnBoneSelectionChanged &40; const FOnBoneSelectionChanged & InDelegate &41;
[]
SBoneSelectionWidget::FArguments::OnGetReferenceSkeleton
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Get Reference skeleton
Persona
WidgetArgsType & OnGetReferenceSkeleton &40; const FGetReferenceSkeleton & InDelegate &41;
[]
SBoneSelectionWidget::FArguments::OnGetSelectedBone
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Get selected bone name
Persona
WidgetArgsType & OnGetSelectedBone &40; const FGetSelectedBone & InDelegate &41;
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SBoneSelectionWidget::FArguments::OnGetSocketList
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Get Socket List
Persona
WidgetArgsType & OnGetSocketList &40; const FGetSocketList & InDelegate &41;
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WidgetArgsType
/Engine/Source/Editor/Persona/Public/BoneSelectionWidget.h
Persona
typedef FArguments WidgetArgsType
[]