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