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