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The dialog that asks the user to enter a vertex attribute name. On default the dialog creates the actual vertex attribute on the mesh as well, when the user pressed Create. You can disable this behavior using the bAutoCreateAttribute Slate argument. A default value for all vertices can be set as well using the DefaultValue attribute.
Example usage:
` TSharedPtr
`if (Dialog.ShowModal() == SMLDeformerNewVertexAttributeDialog::EReturnCode::CreatePressed) { // Get the name of the attribute that was created. const FString& AttributeName = Dialog.GetAttributeName();_
` // ... } _
| Name | SMLDeformerNewVertexAttributeDialog |
| Type | class |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/SMLDeformerNewVertexAttributeDialog.h |
| Include Path | #include "SMLDeformerNewVertexAttributeDialog.h" |
Syntax
class SMLDeformerNewVertexAttributeDialog : public SWindow
Inheritance Hierarchy
- FGCObject → FSlateInvalidationRoot → SWindow → SMLDeformerNewVertexAttributeDialog
- FNoncopyable → FSlateInvalidationRoot → SWindow → SMLDeformerNewVertexAttributeDialog
- FSharedFromThisBase → TSharedFromThis → SWidget → SCompoundWidget → SWindow → SMLDeformerNewVertexAttributeDialog
- FSlateControlledConstruction → SWidget → SCompoundWidget → SWindow → SMLDeformerNewVertexAttributeDialog
Structs
| Name | Remarks |
|---|---|
| FArguments |
Enums
Public
| Name | Remarks |
|---|---|
| EReturnCode | The result of the dialog, which determines whether the user pressed the Create button, or if the user would like to cancel the creation. |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeName | FString | The name of the attribute that the user entered. | SMLDeformerNewVertexAttributeDialog.h | |
| bAutoCreate | bool | Should we automatically create the new attribute when the Create button has been pressed? | SMLDeformerNewVertexAttributeDialog.h | |
| CreateButton | TSharedPtr< SButton > | The create button. | SMLDeformerNewVertexAttributeDialog.h | |
| DefaultAttributeValue | float | The default value of all vertices for this vertex attribute. | SMLDeformerNewVertexAttributeDialog.h | |
| ReturnCode | EReturnCode | The return code, specifying whether the user pressed create or cancel. | SMLDeformerNewVertexAttributeDialog.h | |
| SkeletalMesh | TObjectPtr< USkeletalMesh > | The Skeletal Mesh that we wish to create the attribute on. | SMLDeformerNewVertexAttributeDialog.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Construct
(
const FArguments& InArgs, |
SMLDeformerNewVertexAttributeDialog.h | ||
const FString & GetAttributeName () |
When the user pressed Create, which you can check using the return code of ShowModal, then this is the attribute name they entered. | SMLDeformerNewVertexAttributeDialog.h | |
EReturnCode ShowModal() |
Shows the dialog. The return code tells you whether the user canceled or pressed create. | SMLDeformerNewVertexAttributeDialog.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CreateVertexAttribute
(
USkeletalMesh& SkeletalMesh, |
Create a float based vertex attribute with a given name, using a specific default value. | SMLDeformerNewVertexAttributeDialog.h | |
static bool HasVertexAttribute
(
const USkeletalMesh* SkeletalMesh, |
Check whether a given skeletal mesh has a given vertex attribute already. | SMLDeformerNewVertexAttributeDialog.h |