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API > API/Editor > API/Editor/Persona
Inheritance Hierarchy
- FPreviewScene
- FTickableEditorObject
- FAdvancedPreviewScene
- IPersonaPreviewScene
References
| Module | Persona |
| Header | /Engine/Source/Editor/Persona/Public/IPersonaPreviewScene.h |
| Include | #include "IPersonaPreviewScene.h" |
Syntax
class IPersonaPreviewScene : public FAdvancedPreviewScene
Constructors
| Type | Name | Description | |
|---|---|---|---|
IPersonaPreviewScene
(
ConstructionValues CVS |
Constructor only here to pass ConstructionValues to base constructor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Get whether or not to ignore mesh hit proxies | ||
| bool | AttachObjectToPreviewComponent
(
UObject* Object, |
Attaches an object to the preview component using the supplied attach name, returning whether it was successfully attached or not | |
| bool | BroadcastMeshClick
(
HActor* HitProxy, |
Broadcasts that the preview mesh was clicked | |
| void | Broadcasts that the preview mesh morph targets has changed | ||
| void | Broadcast select LOD changed | ||
| void | |||
| void | Clears the selected actor | ||
| void | Clears the selected bone on the preview component | ||
| void | Clears the selected socket on the preview component | ||
| void | DeselectAll () |
Clears all selection on the preview component | |
| void | EnableWind
(
bool bEnableWind |
Enable wind. Useful when simulating cloth. | |
| void | FlagTickable () |
Let the preview scene know that it should tick (because it is visible) | |
| void | FocusViews () |
Request our views to focus on the current item | |
| void | ForEachPreviewMesh
(
TFunction< void(UDebugSkelMeshComponent*)> PerMeshFunction |
Run a lambda function on each preview mesh in the scene | |
| AActor * | GetActor () |
Get the main actor | |
| TArray< UDebugSkelMeshComponent * > | Get array of all skeletal mesh components in the preview scene. | ||
| TSharedPtr< FEditorCameraController > | Get the current camera override | ||
| float | Get the gravity scale | ||
| TSharedRef< class IPersonaToolkit > | Get the persona toolkit we are associated with | ||
| UAnimationAsset * | Get the animation asset we are previewing | ||
| USkeletalMesh * | Get the preview mesh for this scene (does go via skeleton/asset) | ||
| UDebugSkelMeshComponent * | Get the skeletal mesh component we are using for preview, if any. | ||
| AActor * | Get the currently selected actor | ||
| int32 | Get the currently selected bone index | ||
| FSelectedSocketInfo | Get the currently selected socket | ||
| float | Get the wind strength | ||
| void | HandleSkeletonTreeSelectionChanged
(
const TArrayView< TSharedPtr< ISkeletonTreeItem > >& InSelectedItems, |
Handle syncing selection with the skeleton tree | |
| void | Flag that we want our views to be updated | ||
| bool | Are we currently displaying the ref pose | ||
| bool | Check whether wind is enabled | ||
| void | RefreshAdditionalMeshes
(
bool bAllowOverrideBaseMesh |
Refreshes the additional meshes displayed in this preview scene | |
| void | RegisterOnAnimChanged
(
const FOnAnimChanged& Delegate |
Registers a delegate to be called after the preview animation has been changed | |
| void | RegisterOnCameraOverrideChanged
(
const FSimpleDelegate& Delegate |
Register callback for when the camera override is changed | |
| FDelegateHandle | RegisterOnDeselectAll
(
const FSimpleDelegate& Delegate |
Registers a delegate to be called when all sockets/bones are deselected | |
| void | RegisterOnFocusViews
(
const FSimpleDelegate& Delegate |
Registers a delegate to be called when the view should be focused | |
| void | RegisterOnInvalidateViews
(
const FSimpleDelegate& Delegate |
Registers a delegate to be called when the view is invalidated | |
| void | RegisterOnLODChanged
(
const FSimpleDelegate& Delegate |
Registers a delegate to be called when the preview mesh's LOD has changed | |
| void | RegisterOnMeshClick
(
const FOnMeshClick& Delegate |
Registers a delegate to be called when the preview mesh is clicked | |
| void | RegisterOnMorphTargetsChanged
(
const FSimpleDelegate& Delegate |
Registers a delegate to be called when the preview mesh's morph targets has changed | |
| void | RegisterOnPostTick
(
const FSimpleDelegate& Delegate |
Register a callback for just after the preview scene is ticked | |
| void | RegisterOnPreTick
(
const FSimpleDelegate& Delegate |
Register a callback for just before the preview scene is ticked | |
| void | RegisterOnPreviewMeshChanged
(
const FOnPreviewMeshChanged& Delegate |
Registers a delegate to be called when the preview mesh is changed | |
| FDelegateHandle | RegisterOnSelectedBoneChanged
(
const FOnSelectedBoneChanged& Delegate |
Registers a delegate to be called when the currently selected bone has changed | |
| void | RegisterOnSelectedLODChanged
(
const FOnSelectedLODChanged& Delegate |
Register callback to be able to be notify when the select LOD is change | |
| FDelegateHandle | RegisterOnSelectedSocketChanged
(
const FOnSelectedSocketChanged& Delegate |
Registers a delegate to be called when the currently selected socket has changed | |
| void | RemoveAttachedObjectFromPreviewComponent
(
UObject* Object, |
Removes a currently attached object from the preview component | |
| void | SetActor
(
AActor* InActor |
Set the main actor | |
| void | SetAdditionalMeshes
(
UDataAsset* InAdditionalMeshes |
Set the additional meshes used by this preview scene (sets the additional meshes on the skeleton) | |
| void | SetAdditionalMeshesSelectable
(
bool bSelectable |
Set whether additional meshes are selectable | |
| void | SetAllowMeshHitProxies
(
bool bState |
Set whether or not to ignore mesh hit proxies | |
| void | SetCameraOverride
(
TSharedPtr< FEditorCameraController > NewCamera |
Function to override the editor camera for this scene | |
| void | SetDefaultAnimationMode
(
EPreviewSceneDefaultAnimationMode Mode, |
Set the default mode this preview scene appears in. Optionally show the default mode. | |
| void | SetEditableSkeleton
(
TSharedPtr< IEditableSkeleton > InEditableSkeleton |
Replaces the current editable skeleton. | |
| void | SetGravityScale
(
float InGravityScale |
Set the gravity scale | |
| void | SetPreviewAnimationAsset
(
UAnimationAsset* AnimAsset, |
Set the animation asset to preview | |
| void | SetPreviewAnimationBlueprint
(
UAnimBlueprint* InAnimBlueprint, |
Set the preview animation blueprint and an optional overlay (for sub-layers) | |
| void | SetPreviewMesh
(
USkeletalMesh* NewPreviewMesh, |
Set the preview mesh for this scene (does not set the preview mesh on the skeleton/asset) | |
| void | SetPreviewMeshComponent
(
UDebugSkelMeshComponent* InSkeletalMeshComponent |
Set the skeletal mesh component we are going to preview. | |
| void | SetRemoveAttachedComponentFilter
(
const FOnRemoveAttachedComponentFilter& Delegate |
Setter/getter for can remove attach component | |
| void | SetSelectedActor
(
AActor* InActor |
Sets the selected actor | |
| void | SetSelectedBone
(
const FName& BoneName |
Sets the selected bone on the preview component | |
| void | SetSelectedBone
(
const FName& BoneName, |
Sets the selected bone on the preview component | |
| void | SetSelectedSocket
(
const FSelectedSocketInfo& SocketInfo |
Sets the selected socket on the preview component | |
| void | SetWindStrength
(
float InWindStrength |
Set the wind strength | |
| void | Show the mode specifed by SetDefaultAnimationMode() | ||
| void | ShowReferencePose
(
bool bShowRefPose, |
Show the reference pose of the displayed skeletal mesh. | |
| void | Toggle the playback of animation, if any | ||
| void | Unregister this scene from the Undo chain. Necessary for certain editor windows. | ||
| void | UnregisterOnAnimChanged
(
void* Thing |
Unregisters a delegate to be called after the preview animation has been changed | |
| void | UnregisterOnCameraOverrideChanged
(
void* Thing |
Unregister callback for when the camera override is changed | |
| void | UnregisterOnDeselectAll
(
FDelegateHandle InHandle |
Unregisters a delegate called when all sockets/bones are deselected | |
| void | UnregisterOnFocusViews
(
void* Thing |
Unregisters a delegate to be called when the view should be focused | |
| void | UnregisterOnInvalidateViews
(
void* Thing |
Unregisters a delegate to be called when the view is invalidated | |
| void | UnregisterOnLODChanged
(
void* Thing |
Unregisters a delegate to be called when the preview mesh's LOD has changed | |
| void | UnregisterOnMeshClick
(
void* Thing |
Unregisters a delegate to be called when the preview mesh is clicked | |
| void | UnregisterOnMorphTargetsChanged
(
void* Thing |
Unregisters a delegate to be called when the preview mesh's morph targets has changed | |
| void | UnregisterOnPostTick
(
void* Thing |
Unregister a callback for just after the preview scene is ticked | |
| void | UnregisterOnPreTick
(
void* Thing |
Unregister a callback for just before the preview scene is ticked | |
| void | UnregisterOnPreviewMeshChanged
(
void* Thing |
Unregisters a delegate to be called when the preview mesh is changed | |
| void | UnregisterOnSelectedBoneChanged
(
FDelegateHandle InHandle |
Unregisters a delegate called when the currently selected bone has changed | |
| void | UnRegisterOnSelectedLODChanged
(
void* Thing |
Unregister callback to free up the ressources | |
| void | UnregisterOnSelectedSocketChanged
(
FDelegateHandle InHandle |
Unregisters a delegate called when the currently selected socket has changed |