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