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FBlendProfilePickerArgs
/Engine/Source/Editor/SkeletonEditor/Public/BlendProfilePicker.h
Argument used to set up the blend profile picker
SkeletonEditor
struct FBlendProfilePickerArgs
[ { "type": "bool", "name": "bAllowClear", "description": "Allow the option to clear the profile selection" }, { "type": "bool", "name": "bAllowModify", "description": "Allow the option to delete blend profiles from the skeleton" }, { "type": "bool", "name": "bAllowNew", "d...
FSkeletonTreeArgs::FSkeletonTreeArgs
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTree.h
SkeletonEditor
FSkeletonTreeArgs()
[]
FSkeletonTreeArgs
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTree.h
Init params for a skeleton tree widget
SkeletonEditor
struct FSkeletonTreeArgs
[ { "type": "bool", "name": "bAllowMeshOperations", "description": "Whether to allow operations that modify the mesh" }, { "type": "bool", "name": "bAllowSkeletonOperations", "description": "Whether to allow operations that modify the skeleton" }, { "type": "bool", "name": "bHi...
FSkeletonTreeBuilder::AddAttachedAssetContainer
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
void AddAttachedAssetContainer ( const [FPreviewAssetAttachContainer](API\Runtime\Engine\Animation\FPreviewAssetAttachContainer) & AttachedObjects, [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::AddAttachedAssets
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
void AddAttachedAssets ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::AddBones
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Add Bones
SkeletonEditor
void AddBones ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::AddSockets
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Add Sockets
SkeletonEditor
void AddSockets ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::AddSocketsFromData
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
void AddSocketsFromData ( const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > & SocketArray, ESocketParentType ParentType, [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::AddVirtualBones
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
void AddVirtualBones ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::Build
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Build an array of skeleton tree items to display in the tree.
SkeletonEditor
virtual void Build ( [FSkeletonTreeBuilderOutput](API\Editor\SkeletonEditor\FSkeletonTreeBuilderOutput) & Output )
[]
FSkeletonTreeBuilder::CreateAttachedAssetTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Create an item for an attached asset
SkeletonEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateAttachedAssetTreeItem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FName](API\Runtime\Core\UObject\FName) & InAttachedTo )
[]
FSkeletonTreeBuilder::CreateBoneTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Create an item for a bone
SkeletonEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateBoneTreeItem ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )
[]
FSkeletonTreeBuilder::CreateSocketTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Create an item for a socket
SkeletonEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateSocketTreeItem ( [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, ESocketParentType ParentType, bool bIsCustomized )
[]
FSkeletonTreeBuilder::CreateVirtualBoneTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Create an item for a virtual bone
SkeletonEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > CreateVirtualBoneTreeItem ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )
[]
FSkeletonTreeBuilder::Filter
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Apply filtering to the tree items
SkeletonEditor
virtual void Filter ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InItems, [TArray](API\Ru...
[]
FSkeletonTreeBuilder::FilterItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Allows the builder to contribute to filtering an item
SkeletonEditor
virtual ESkeletonTreeFilterResult FilterItem ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem )
[]
FSkeletonTreeBuilder::FilterRecursive
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Helper function for filtering
SkeletonEditor
ESkeletonTreeFilterResult FilterRecursive ( const [FSkeletonTreeFilterArgs](API\Editor\SkeletonEditor\FSkeletonTreeFilterArgs) & InArgs, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, [TArray](API\Runtime\Core\Containers\TArray)< [...
[]
FSkeletonTreeBuilder::Initialize
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
ISkeletonTreeBuilderinterface
SkeletonEditor
virtual void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FOn...
[]
FSkeletonTreeBuilder::IsShowingAttachedAssets
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Get whether this builder is showing bones
SkeletonEditor
virtual bool IsShowingAttachedAssets() const
[]
FSkeletonTreeBuilder::IsShowingBones
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Get whether this builder is showing bones
SkeletonEditor
virtual bool IsShowingBones() const
[]
FSkeletonTreeBuilder::IsShowingSockets
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Get whether this builder is showing bones
SkeletonEditor
virtual bool IsShowingSockets() const
[]
FSkeletonTreeBuilder::FSkeletonTreeBuilder
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
FSkeletonTreeBuilder ( const [FSkeletonTreeBuilderArgs](API\Editor\SkeletonEditor\FSkeletonTreeBuilderArgs) & InBuilderArgs )
[]
FSkeletonTreeBuilder
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
class FSkeletonTreeBuilder : public [ISkeletonTreeBuilder](API\Editor\SkeletonEditor\ISkeletonTreeBuilder)
[ { "type": "FSkeletonTreeBu...", "name": "BuilderArgs", "description": "Options for building" }, { "type": "TWeakPtr< class...", "name": "EditableSkeletonPtr", "description": "The editable skeleton that the skeleton tree represents" }, { "type": "FOnFilterSkelet...", "name": "...
FSkeletonTreeBuilderArgs::FSkeletonTreeBuilderArgs
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
SkeletonEditor
FSkeletonTreeBuilderArgs ( bool bInShowBones, bool bInShowSockets, bool bInShowAttachedAssets, bool bInShowVirtualBones )
[]
FSkeletonTreeBuilderArgs
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeBuilder.h
Options for skeleton building
SkeletonEditor
struct FSkeletonTreeBuilderArgs
[ { "type": "bool", "name": "bShowAttachedAssets", "description": "Whether we should show attached assets" }, { "type": "bool", "name": "bShowBones", "description": "Whether we should show bones" }, { "type": "bool", "name": "bShowSockets", "description": "Whether we should...
FSkeletonTreeBuilderOutput::Add
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Add an item to the output
SkeletonEditor
void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InP...
[]
FSkeletonTreeBuilderOutput::Add
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Add an item to the output
SkeletonEditor
void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const [FName](API\Runtime\Core\UObject\FName) & InParentType, bool bAddToHead )
[]
FSkeletonTreeBuilderOutput::Add
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Add an item to the output
SkeletonEditor
void Add ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > & InItem, const [FName](API\Runtime\Core\UObject\FName) & InParentName, std::initializer_list< [FName](API\Runtime\Core\UObject\FName) > InParentTypes, bool bAddToHead )
[]
FSkeletonTreeBuilderOutput::Find
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Find the item with the specified name the item found, or an invalid ptr if it was not found.
SkeletonEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InTypes ) const
[]
FSkeletonTreeBuilderOutput::Find
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Find the item with the specified name the item found, or an invalid ptr if it was not found.
SkeletonEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, std::initializer_list< [FName](API\Runtime\Core\UObject\FName) > InTypes ) const
[]
FSkeletonTreeBuilderOutput::Find
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Find the item with the specified name the item found, or an invalid ptr if it was not found.
SkeletonEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > Find ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FName](API\Runtime\Core\UObject\FName) & InType ) const
[]
FSkeletonTreeBuilderOutput::FSkeletonTreeBuilderOutput
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
SkeletonEditor
FSkeletonTreeBuilderOutput ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InItems, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [I...
[]
FSkeletonTreeBuilderOutput
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Output struct for builders to use
SkeletonEditor
struct FSkeletonTreeBuilderOutput
[]
FSkeletonTreeFilterArgs::FSkeletonTreeFilterArgs
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
SkeletonEditor
FSkeletonTreeFilterArgs ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTextFilterExpressionEvaluator](API\Runtime\Core\Misc\FTextFilterExpressionEvaluator) > InTextFilter )
[]
FSkeletonTreeFilterArgs
/Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTreeBuilder.h
Basic filter used when re-filtering the tree
SkeletonEditor
struct FSkeletonTreeFilterArgs
[ { "type": "bool", "name": "bFlattenHierarchyOnFilter", "description": "Whether to flatten the hierarchy so filtered items appear in a linear list" }, { "type": "TSharedPtr<FTe...", "name": "TextFilter", "description": "The text filter we are using, if any" } ]
FSkeletonTreeItem::CanRenameItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
true if this item can be renamed
SkeletonEditor
virtual bool CanRenameItem() const
[]
FSkeletonTreeItem::GenerateInlineEditWidget
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Builds the slate widget for any inline data editing
SkeletonEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateInlineEditWidget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > & FilterText, FIsSelected InIsSelected )
[]
FSkeletonTreeItem::GenerateWidgetForDataColumn
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Builds the slate widget for the data column
SkeletonEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForDataColumn ( const [FName](API\Runtime\Core\UObject\FName) & DataColumnName, FIsSelected InIsSelected )
[]
FSkeletonTreeItem::GetAttachName
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Return the name used to attach to this item
SkeletonEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetAttachName() const
[]
FSkeletonTreeItem::GetFilteredChildren
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
The filtered array of children for this item
SkeletonEditor
virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetFilteredChildren()
[]
FSkeletonTreeItem::GetEditableSkeleton
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get the editable skeleton the tree represents
SkeletonEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const
[]
FSkeletonTreeItem::GetChildren
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
The array of children for this item
SkeletonEditor
virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > & GetChildren()
[]
FSkeletonTreeItem::GetFilterResult
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get the current filter result
SkeletonEditor
virtual ESkeletonTreeFilterResult GetFilterResult() const
[]
FSkeletonTreeItem::GetParent
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get this item's parent
SkeletonEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > GetParent() const
[]
FSkeletonTreeItem::GetTypeId
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
SkeletonEditor
static const [FName](API\Runtime\Core\UObject\FName) & GetTypeId()
[]
FSkeletonTreeItem::GetObject
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get the object represented by this item, if any
SkeletonEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject() const
[]
FSkeletonTreeItem::GetSkeletonTree
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
The owning skeleton tree
SkeletonEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > GetSkeletonTree() const
[]
FSkeletonTreeItem::GetTypeName
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
SkeletonEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetTypeName() const
[]
FSkeletonTreeItem::HandleDragEnter
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Handle a drag and drop enter event
SkeletonEditor
virtual void HandleDragEnter ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )
[]
FSkeletonTreeItem::HandleDragLeave
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Handle a drag and drop leave event
SkeletonEditor
virtual void HandleDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )
[]
FSkeletonTreeItem::HandleDrop
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Handle a drag and drop drop event
SkeletonEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) HandleDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )
[]
FSkeletonTreeItem::HasInlineEditor
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
true if the item has an in-line editor widget
SkeletonEditor
virtual bool HasInlineEditor() const
[]
FSkeletonTreeItem::IsInitiallyExpanded
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get whether this item begins expanded or not
SkeletonEditor
virtual bool IsInitiallyExpanded() const
[]
FSkeletonTreeItem::IsInlineEditorExpanded
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Get the expansion state of the inline editor
SkeletonEditor
virtual bool IsInlineEditorExpanded() const
[]
FSkeletonTreeItem::IsOfTypeByName
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
SkeletonEditor
virtual bool IsOfTypeByName ( const [FName](API\Runtime\Core\UObject\FName) & Type ) const
[]
FSkeletonTreeItem::MakeTreeRowWidget
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
ISkeletonTreeIteminterface
SkeletonEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTreeRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, const [TAttribute](API\Runtime\Core\Misc...
[]
FSkeletonTreeItem::OnDragDetected
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
SkeletonEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
FSkeletonTreeItem::OnItemDoubleClicked
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Handler for when the user double clicks on this item in the tree
SkeletonEditor
virtual void OnItemDoubleClicked()
[]
FSkeletonTreeItem::RequestRename
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Requests a rename on the the tree row item
SkeletonEditor
virtual void RequestRename()
[]
FSkeletonTreeItem::SetFilterResult
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Set the current filter result
SkeletonEditor
virtual void SetFilterResult ( ESkeletonTreeFilterResult InResult )
[]
FSkeletonTreeItem::SetParent
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Set this item's parent
SkeletonEditor
virtual void SetParent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > InParent )
[]
FSkeletonTreeItem::FSkeletonTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
SkeletonEditor
FSkeletonTreeItem ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [ISkeletonTree](API\Editor\SkeletonEditor\ISkeletonTree) > & InSkeletonTree )
[]
FSkeletonTreeItem::ToggleInlineEditorExpansion
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Toggle the expansion state of the inline editor
SkeletonEditor
virtual void ToggleInlineEditorExpansion()
[]
FSkeletonTreeItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeItem.h
Provides basic stub functionality for ISkeletonTreeItem-derived classes
SkeletonEditor
class FSkeletonTreeItem : public [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem)
[ { "type": "TArray<TShared...", "name": "Children", "description": "The children of this item" }, { "type": "TArray<TShared...", "name": "FilteredChildren", "description": "The filtered children of this item" }, { "type": "ESkeletonTreeFi...", "name": "FilterResult", "desc...
FSkeletonTreeSelection::GetSelectedItems
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
template<typename ItemType> [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ItemType > > GetSelectedItems() const
[]
FSkeletonTreeSelection::GetSelectedItemsByTypeId
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
[TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > > GetSelectedItemsByTypeId ( const [FName](API\Runtime\Core\UObject\FName) & InTypeId ) const
[]
FSkeletonTreeSelection::GetSingleSelectedItem
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) > GetSingleSelectedItem()
[]
FSkeletonTreeSelection::HasSelectedOfType
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
template<typename ItemType> bool HasSelectedOfType() const
[]
FSkeletonTreeSelection::IsMultipleItemsSelected
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
bool IsMultipleItemsSelected() const
[]
FSkeletonTreeSelection::IsSingleOfTypeSelected
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
template<typename ItemType> bool IsSingleOfTypeSelected() const
[]
FSkeletonTreeSelection::IsSingleItemSelected
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
bool IsSingleItemSelected() const
[]
FSkeletonTreeSelection::FSkeletonTreeSelection
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
FSkeletonTreeSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems )
[]
FSkeletonTreeSelection::FSkeletonTreeSelection
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
SkeletonEditor
FSkeletonTreeSelection ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems )
[]
FSkeletonTreeSelection
/Engine/Source/Editor/SkeletonEditor/Public/SkeletonTreeSelection.h
Helper for processing tree selections
SkeletonEditor
class FSkeletonTreeSelection
[ { "type": "TArrayView<TSh...", "name": "SelectedItems", "description": "Flat array of selected items" } ]
IEditableSkeleton::AddCompatibleSkeleton
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Add a compatible skeleton
SkeletonEditor
void AddCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InCompatibleSkeleton )
[]
IEditableSkeleton::AddNotify
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Add a notify
SkeletonEditor
void AddNotify ( [FName](API\Runtime\Core\UObject\FName) NewName )
[]
IEditableSkeleton::AddRetargetSource
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Add a retarget source
SkeletonEditor
void AddRetargetSource ( const [FName](API\Runtime\Core\UObject\FName) & InName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InReferenceMesh )
[]
IEditableSkeleton::AddSlotGroupName
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Add a slot group name
SkeletonEditor
bool AddSlotGroupName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )
[]
IEditableSkeleton::AddSmartname
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Deprecated* Please useIInterface_AnimCurveMetaData::AddCurveMetaData.
SkeletonEditor
virtual bool AddSmartname ( const [FName](API\Runtime\Core\UObject\FName) & InContainerName, const [FName](API\Runtime\Core\UObject\FName) & InNewName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & OutSmartName )
[]
IEditableSkeleton::AddSocket
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Creates a new socket on the skeleton
SkeletonEditor
[USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * AddSocket ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )
[]
IEditableSkeleton::AddSyncMarker
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Add a sync marker
SkeletonEditor
void AddSyncMarker ( [FName](API\Runtime\Core\UObject\FName) NewName )
[]
IEditableSkeleton::BroadcastNotifyChanged
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Inform the system that something about a notify changed
SkeletonEditor
void BroadcastNotifyChanged()
[]
IEditableSkeleton::CreateNewBlendProfile
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Create the named blend profile
SkeletonEditor
[UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * CreateNewBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InBlendProfileName )
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IEditableSkeleton::DeleteAnimNotifies
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Delete anim notifies by name the number of animations modified
SkeletonEditor
int32 DeleteAnimNotifies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InotifyNames, bool bDeleteFromAnimations )
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IEditableSkeleton::DeleteRetargetSources
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Delete retarget sources
SkeletonEditor
void DeleteRetargetSources ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InRetargetSourceNames )
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IEditableSkeleton::DeleteSlotGroup
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Delete a slot group
SkeletonEditor
void DeleteSlotGroup ( const [FName](API\Runtime\Core\UObject\FName) & InGroupName )
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IEditableSkeleton::DeleteSlotName
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Delete a slot name
SkeletonEditor
void DeleteSlotName ( const [FName](API\Runtime\Core\UObject\FName) & InSlotName )
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IEditableSkeleton::DeleteSyncMarkers
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Delete sync markers from the skeleton cache by name the number of animations modified
SkeletonEditor
int32 DeleteSyncMarkers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ISyncMarkerNames, bool bDeleteFromAnimations )
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IEditableSkeleton::DoesSocketAlreadyExist
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Function to tell you if a socket name already exists. SocketParentType determines where we will look to see if the socket exists, i.e. mesh or skeleton
SkeletonEditor
bool DoesSocketAlreadyExist ( const class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, const [FText](API\Runtime\Core\Internationalization\FText) & InSocketName, ESocketParentType SocketParentType, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh ) const
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IEditableSkeleton::DoesVirtualBoneAlreadyExist
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Function to tell you if a virtual bone name is already in use
SkeletonEditor
bool DoesVirtualBoneAlreadyExist ( const [FString](API\Runtime\Core\Containers\FString) & InVBName ) const
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IEditableSkeleton::DuplicateSocket
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Handle drag-drop socket duplication
SkeletonEditor
[USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * DuplicateSocket ( const struct [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & SocketInfoToDuplicate, const [FName](API\Runtime\Core\UObject\FName) & NewParentBoneName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMe...
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IEditableSkeleton::GetBlendProfile
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Get the named blend profile nullptr if none was found
SkeletonEditor
[UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * GetBlendProfile ( const [FName](API\Runtime\Core\UObject\FName) & InBlendProfileName )
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IEditableSkeleton::GetBlendProfiles
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Get the blend profiles that this skeleton currently contains
SkeletonEditor
const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * > & GetBlendProfiles() const
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IEditableSkeleton::GetBoneTranslationRetargetingMode
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
WrapUSkeleton::GetBoneTranslationRetargetingMode
SkeletonEditor
[EBoneTranslationRetargetingMode::Type](API\Runtime\Engine\Animation\EBoneTranslationRetargetingMode_-) GetBoneTranslationRetargetingMode ( [FName](API\Runtime\Core\UObject\FName) InBoneName ) const
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IEditableSkeleton::GetCompatibleAnimSequences
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Populates OutAssets with the AnimSequences that match this current skeleton
SkeletonEditor
void GetCompatibleAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )
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IEditableSkeleton::GetSkeleton
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Get the skeleton. Const - to modify the skeleton you should use the wrapper methods below
SkeletonEditor
const [USkeleton](API\Runtime\Engine\Animation\USkeleton) & GetSkeleton() const
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IEditableSkeleton::IsSkeletonValid
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Checks to see if the editable skeleton is valid. It is possible to force-delete theUSkeleton.
SkeletonEditor
bool IsSkeletonValid() const
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IEditableSkeleton::LoadAdditionalPreviewSkeletalMeshes
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Load any additional meshes we may have
SkeletonEditor
void LoadAdditionalPreviewSkeletalMeshes()
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IEditableSkeleton::RecreateBoneTree
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
This will invalidate all animations that were linked before, but this is needed true if success
SkeletonEditor
void RecreateBoneTree ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewPreviewMesh )
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IEditableSkeleton::RefreshBoneTree
/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h
Broadcasts tree refresh delegate
SkeletonEditor
void RefreshBoneTree()
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