Navigation
API > API/Editor > API/Editor/Persona
Reusable 'Persona' features for asset editors concerned with USkeleton-related assets
| Name | IPersonaToolkit |
| Type | class |
| Header File | /Engine/Source/Editor/Persona/Public/IPersonaToolkit.h |
| Include Path | #include "IPersonaToolkit.h" |
Syntax
class IPersonaToolkit
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IPersonaToolkit() |
Virtual destructor | IPersonaToolkit.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanPreviewMeshUseDifferentSkeleton() |
Returns true if the preview mesh can use skeletal meshes that don't share the same skeleton as the one being edited. | IPersonaToolkit.h | |
virtual void CustomizeSceneSettings
(
IDetailLayoutBuilder& DetailBuilder |
Callback to customize the Preview Scene Settings details tab. | IPersonaToolkit.h | |
UAnimationAsset * GetAnimationAsset() |
Get the animation asset that we are editing | IPersonaToolkit.h | |
UAnimBlueprint * GetAnimBlueprint() |
Get the anim blueprint that we are editing | IPersonaToolkit.h | |
FName GetContext() |
Get the context in which this toolkit is being used (usually the class name of the asset) | IPersonaToolkit.h | |
virtual int32 GetCustomData
(
const int32 Key |
Retrieve editor custom data. Return INDEX_NONE if the key is invalid | IPersonaToolkit.h | |
TSharedPtr< IEditableSkeleton > GetEditableSkeleton() |
Get the editable skeleton that we are editing | IPersonaToolkit.h | |
USkeletalMesh * GetMesh() |
Get the skeletal mesh that we are editing | IPersonaToolkit.h | |
UAnimBlueprint * GetPreviewAnimationBlueprint() |
Get the preview anim blueprint, used to preview sub layers in context. | IPersonaToolkit.h | |
USkeletalMesh * GetPreviewMesh () |
Get the preview mesh, according to context (mesh, skeleton or animation etc.). | IPersonaToolkit.h | |
UDebugSkelMeshComponent * GetPreviewMeshComponent() |
Get the preview component that we are using | IPersonaToolkit.h | |
TSharedRef< IPersonaPreviewScene > GetPreviewScene() |
Get the preview scene that we are using | IPersonaToolkit.h | |
USkeleton * GetSkeleton() |
Get the skeleton that we are editing | IPersonaToolkit.h | |
void SetAnimationAsset
(
UAnimationAsset* InAnimationAsset |
Set the animation asset we are editing | IPersonaToolkit.h | |
virtual void SetCustomData
(
const int32 Key, |
Store the custom data using the key. | IPersonaToolkit.h | |
void SetMesh
(
USkeletalMesh* InSkeletalMesh |
Set the skeletal mesh we are editing | IPersonaToolkit.h | |
void SetPreviewAnimationBlueprint
(
UAnimBlueprint* InAnimBlueprint |
Set the preview anim blueprint, used to preview sub layers in context. | IPersonaToolkit.h | |
void SetPreviewMesh
(
USkeletalMesh* InSkeletalMesh, |
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). | IPersonaToolkit.h |