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Unreal Engine C++ API Reference > Editor
Classes
Type | Name | Description | |
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AAnimationEditorPreviewActor | ||
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FAnimAssetFindReplaceConfig | Configuration for the find/replace tab | |
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FAnimationViewportClient | ||
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FAnimAttributeEntry | ||
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FAnimDocumentArgs | ||
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FBlendSpaceEditorArgs | ||
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FBlendSpacePreviewArgs | ||
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FBoneDragDropOp | FBoneDragDropOp. | |
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FClothCreateSettingsCustomization | ||
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FCopyOptions | Copy options structure for CopyPropertiesToCDO | |
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FDisplayedBoneMappingInfo | ||
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FPersonaAssetEditorToolkit | Persona asset editor toolkit wrapper, used to auto inject the persona editor mode manager | |
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FPersonaCommonCommands | ||
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FPersonaEditModes | Editor mode constants. | |
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FPersonaModule | Persona module manages the lifetime of all instances of Persona editors. | |
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FPersonaTabs | Tab constants. | |
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FPersonaToolkitArgs | Initialization parameters for persona toolkits | |
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FPersonaViewportArgs | Arguments used to create a persona viewport tab | |
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FPersonaViewportNotificationOptions | ||
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FPhysicsAssetRenderInterface | ||
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FPhysicsAssetRenderSettings | Per Physics Asset parameters that determine how debug draw functions should render that asset in an editor viewport. | |
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FSkinWeightImportOptionsCustomization | Details customization for the import object, used to hide certain properties when needed and ensure we do not get duplicate profile names | |
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FSkinWeightProfileHelpers | Set of editor-only helper functions used by various bits of UI related to Skin Weight profiles | |
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FSocketDragDropOp | Copyright Epic Games, Inc. All Rights Reserved. | |
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HPersonaBoneHitProxy | ||
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HPersonaSocketHitProxy | ||
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IAnimAssetFindReplace | Public interface to the find/replace widget | |
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IAnimationSequenceBrowser | ||
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IAnimSequenceCurveEditor | Interface to the curve editor tab in the anim sequence editor | |
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IAssetFamily | Represents a group of related assets, e.g. a skeleton, its animations and skeletal meshes | |
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IBlendSpaceAnalysisFeature | Users wishing to add their own analysis functions and structures should inherit from this, implement the virtual functions, and register an instance with IModularFeatures. | |
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IHasPersonaToolkit | Interface implemented by objects that hold a persona toolkit | |
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IPersonaEditMode | ||
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IPersonaEditorModeManager | ||
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IPersonaManagerContext | Persona-specific extensions to the asset editor mode manager | |
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IPersonaPreviewScene | ||
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IPersonaToolkit | Reusable 'Persona' features for asset editors concerned with USkeleton-related assets | |
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IPersonaViewport | Abstract viewport that can save and restore state | |
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IPersonaViewportState | Opaque state interface for saving and restoring viewport state | |
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IPhysicsAssetRenderInterface | ||
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SAnimAttributeEntry | ||
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SAnimAttributeView | ||
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SBoneMappingBase | ||
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SBoneMappingListRow | ||
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SBoneSelectionWidget | ||
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SBoneTreeMenu | ||
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SCreateClothingSettingsPanel | ||
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SPoseAssetNameWidget | ||
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SReferenceSectionSelectionWidget | ||
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SSkinWeightProfileImportOptions | ||
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UAnimAssetFindReplaceContext | Context for toolbar | |
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UAnimAssetFindReplaceCurves | Find, replace and remove curves across assets | |
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UAnimAssetFindReplaceNotifies | Find, replace and remove notifies across assets | |
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UAnimAssetFindReplaceProcessor | Processor base class to allow systems to add their own find/replace functionality | |
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UAnimAssetFindReplaceProcessor_StringBase | Processor for string-based animation asset operations | |
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UAnimAssetFindReplaceSyncMarkers | Find, replace and remove sync markers across assets | |
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UAnimationSequenceBrowserContextMenuContext | ||
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UCachedAnalysisProperties | This will be used to preserve values as far as possible when switching between analysis functions, so it contains all the parameters used by the engine functions. | |
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UEulerAnalysisProperties | ||
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ULinearAnalysisProperties | ||
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UPersonaEditorModeManagerContext | ||
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UPersonaManagerContext | ||
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UPersonaPreviewSceneController | Base class for preview scene controller (controls what the preview scene in persona does) | |
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UPersonaToolMenuContext | ||
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UPhysicsAssetRenderUtilities | Factory class for FPhysicsAssetRenderSettings. | |
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USkinWeightImportOptions |
Typedefs
Name | Description |
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CreateBodyHitProxyFn | |
CreateConstraintHitProxyFn | |
GetPrimitiveRef | |
GetPrimitiveTransformRef |
Enums
Type | Name | Description | |
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EAnimationPlaybackSpeeds::Type | ||
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EDisplayInfoMode::Type | ||
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ELocalAxesMode::Type | ||
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PersonaUtils::ECopyOptions | Options for CopyPropertiesToCDO |
Functions
Type | Name | Description | |
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bool | BlendSpaceAnalysis::CalculateAngularVelocity
(
FVector& Result, |
|
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void | BlendSpaceAnalysis::CalculateBoneOrientation
(
FVector& RollPitchYaw, |
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bool | BlendSpaceAnalysis::CalculateComponentSampleValue
(
double& Result, |
Helper to extract the component from the FVector functions |
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bool | BlendSpaceAnalysis::CalculateComponentSampleValue
(
float& Result, |
Helper to extract the component from the FVector functions |
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bool | BlendSpaceAnalysis::CalculateDeltaOrientation
(
FVector& Result, |
Note that if a looping animation has 56 keys, then its first key is 0 and last is 55, but these will be identical poses. |
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bool | BlendSpaceAnalysis::CalculateDeltaPosition
(
FVector& Result, |
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void | BlendSpaceAnalysis::CalculateFrameTM
(
bool& bNeedToUpdateFrameTM, |
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bool | BlendSpaceAnalysis::CalculateOrientation
(
FVector& Result, |
Note that if a looping animation has 56 keys, then its first key is 0 and last is 55, but these will be identical poses. |
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bool | BlendSpaceAnalysis::CalculateOrientationRate
(
FVector& Result, |
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bool | BlendSpaceAnalysis::CalculatePosition
(
FVector& Result, |
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bool | BlendSpaceAnalysis::CalculateVelocity
(
FVector& Result, |
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FVector | BlendSpaceAnalysis::GetAxisFromTM
(
const FTransform& TM, |
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bool | BlendSpaceAnalysis::GetBoneInfo
(
const UAnimSequence& Animation, |
Retrieves the bone index and transform offset given the BoneSocketTarget. Returns true if found. |
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FTransform | BlendSpaceAnalysis::GetBoneTransform
(
const UAnimSequence& Animation, |
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void | BlendSpaceAnalysis::GetFrameDirs
(
FVector& FrameFacingDir, |
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void | PhysicsAssetRender::DebugDrawBodies
(
USkeletalMeshComponent*const SkeletalMeshComponent, |
Debug draw Physics Asset bodies using the supplied custom callbacks |