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API > API/Editor > API/Editor/SkeletonEditor
Interface used to deal with skeleton editing UI
| Name | ISkeletonTree |
| Type | class |
| Header File | /Engine/Source/Editor/SkeletonEditor/Public/ISkeletonTree.h |
| Include Path | #include "ISkeletonTree.h" |
Syntax
class ISkeletonTree : public SCompoundWidget
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → SWidget → SCompoundWidget → ISkeletonTree
- FSlateControlledConstruction → SWidget → SCompoundWidget → ISkeletonTree
Structs
| Name | Remarks |
|---|---|
| Columns |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AttachAssets
(
const TSharedRef< class ISkeletonTreeItem >& TargetItem, |
Attached the supplied assets to the tree to the specified attach item (bone/socket) | ISkeletonTree.h | |
void DeselectAll() |
Deselect everything that is currently selected | ISkeletonTree.h | |
void DuplicateAndSelectSocket
(
const FSelectedSocketInfo& SocketInfoToDuplicate, |
Duplicate the socket and select it | ISkeletonTree.h | |
TSharedRef< class IEditableSkeleton > GetEditableSkeleton() |
Get editable skeleton that this widget is editing | ISkeletonTree.h | |
TSharedPtr< IPinnedCommandList > GetPinnedCommandList() |
Get the pinned commands widget, if any, for this tree | ISkeletonTree.h | |
TSharedPtr< class IPersonaPreviewScene > GetPreviewScene() |
Get preview scene that this widget is editing | ISkeletonTree.h | |
TSharedPtr< SWidget > GetSearchWidget() |
Get the search box widget, if any, for this tree | ISkeletonTree.h | |
UBlendProfile * GetSelectedBlendProfile() |
Gets the currently selected blend profile | ISkeletonTree.h | |
TArray< TSharedPtr< ISkeletonTreeItem > > GetSelectedItems() |
Get the selected items | ISkeletonTree.h | |
void Refresh() |
Manually refresh the tree | ISkeletonTree.h | |
void RefreshFilter() |
Manually refresh the tree filter | ISkeletonTree.h | |
FDelegateHandle RegisterOnSelectionChanged
(
const FOnSkeletonTreeSelectionChanged& Delegate |
Registers a delegate to be called when the selected items have changed | ISkeletonTree.h | |
void ResetBoneTransforms
(
const bool bSelectedOnly |
Function to reset the transforms of selected bones | ISkeletonTree.h | |
void SelectItemsBy
(
TFunctionRef< bool(const TSharedRef< ISkeletonTreeItem >&, bool&)> Predicate, |
Select items using the passed in predicate | ISkeletonTree.h | |
virtual void SetSelectedBone
(
const FName& InBoneName |
Set the selected bone | ISkeletonTree.h | |
void SetSelectedBone
(
const FName& InBoneName, |
Set the selected bone | ISkeletonTree.h | |
void SetSelectedBones
(
const TArray< FName >& InBoneNames, |
Set the selected bone(s) | ISkeletonTree.h | |
void SetSelectedSocket
(
const FSelectedSocketInfo& InSocketInfo |
Set the selected socket | ISkeletonTree.h | |
void SetSkeletalMesh
(
USkeletalMesh* NewSkeletalMesh |
Set the skeletal mesh we optionally work with | ISkeletonTree.h | |
void UnregisterOnSelectionChanged
(
FDelegateHandle DelegateHandle |
Unregisters a delegate to be called when the selected items have changed | ISkeletonTree.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName DebugVisualizationOptionsName() |
ISkeletonTree.h |