Navigation
API > API/Plugins > API/Plugins/PhysicsControlEditor
The main toolkit/editor for working with Physics Control Assets
| Name | FPhysicsControlAssetEditor |
| Type | class |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControlEditor/Public/PhysicsControlAssetEditor.h |
| Include Path | #include "PhysicsControlAssetEditor.h" |
Syntax
class FPhysicsControlAssetEditor :
public FPersonaAssetEditorToolkit,
public IHasPersonaToolkit,
public FGCObject,
public FEditorUndoClient,
public FTickableEditorObject
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FAssetEditorToolkit → FWorkflowCentricApplication → FPersonaAssetEditorToolkit → FPhysicsControlAssetEditor
- FGCObject → FPhysicsControlAssetEditor
- FEditorUndoClient → FPhysicsControlAssetEditor
- FTickableObjectBase → FTickableEditorObject → FPhysicsControlAssetEditor
Implements Interfaces
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
PhysicsControlAssetEditor.h | ||
virtual FText GetBaseToolkitName() |
PhysicsControlAssetEditor.h | ||
TSharedPtr< FPhysicsControlAssetEditorData > GetEditorData() |
Shared data accessor | PhysicsControlAssetEditor.h | |
virtual TSharedRef< IPersonaToolkit > GetPersonaToolkit() |
PhysicsControlAssetEditor.h | ||
IPersonaToolkit * GetPersonaToolkitPointer() |
PhysicsControlAssetEditor.h | ||
virtual FString GetReferencerName() |
PhysicsControlAssetEditor.h | ||
virtual TStatId GetStatId() |
PhysicsControlAssetEditor.h | ||
virtual ETickableTickType GetTickableTickType() |
PhysicsControlAssetEditor.h | ||
virtual FName GetToolkitFName() |
PhysicsControlAssetEditor.h | ||
virtual FText GetToolkitName() |
PhysicsControlAssetEditor.h | ||
virtual FLinearColor GetWorldCentricTabColorScale() |
PhysicsControlAssetEditor.h | ||
virtual FString GetWorldCentricTabPrefix() |
PhysicsControlAssetEditor.h | ||
void InitAssetEditor
(
const EToolkitMode::Type Mode, |
Initialize the asset editor. This will register the application mode, init the preview scene, etc. | PhysicsControlAssetEditor.h | |
virtual void InitToolMenuContext
(
FToolMenuContext& MenuContext |
PhysicsControlAssetEditor.h | ||
void InvokeControlProfile
(
FName ProfileName |
Invokes the control profile with the name, assuming simulation is running | PhysicsControlAssetEditor.h | |
void RecreateControlsAndModifiers() |
Destroys all existing controls modifiers and then recreates them from the control asset | PhysicsControlAssetEditor.h | |
void RefreshHierachyTree() |
Repopulates the hierarchy tree view | PhysicsControlAssetEditor.h | |
void RefreshPreviewViewport() |
Refreshes the preview viewport | PhysicsControlAssetEditor.h | |
virtual void RegisterTabSpawners
(
const TSharedRef< FTabManager >& InTabManager |
PhysicsControlAssetEditor.h | ||
void ReinvokeControlProfile() |
Invokes the most recently invoked control profile | PhysicsControlAssetEditor.h | |
virtual void Tick
(
float DeltaTime |
PhysicsControlAssetEditor.h | ||
virtual void UnregisterTabSpawners
(
const TSharedRef< FTabManager >& InTabManager |
PhysicsControlAssetEditor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BindCommands() |
PhysicsControlAssetEditor.h | ||
void BuildMenuWidgetBody
(
FMenuBuilder& InMenuBuilder |
PhysicsControlAssetEditor.h | ||
void BuildMenuWidgetSelection
(
FMenuBuilder& InMenuBuilder |
Building the context menus | PhysicsControlAssetEditor.h | |
void ExtendMenu() |
PhysicsControlAssetEditor.h | ||
void ExtendToolbar() |
PhysicsControlAssetEditor.h | ||
void ExtendViewportMenus() |
PhysicsControlAssetEditor.h | ||
FSlateIcon GetSimulationIcon() |
PhysicsControlAssetEditor.h | ||
FText GetSimulationToolTip() |
PhysicsControlAssetEditor.h | ||
void HandleDetailsCreated
(
const TSharedRef< class IDetailsView >& InDetailsView |
PhysicsControlAssetEditor.h | ||
void HandleExtendContextMenu
(
FMenuBuilder& InMenuBuilder |
PhysicsControlAssetEditor.h | ||
void HandleExtendFilterMenu
(
FMenuBuilder& InMenuBuilder |
PhysicsControlAssetEditor.h | ||
| PhysicsControlAssetEditor.h | |||
void HandlePreviewSceneCreated
(
const TSharedRef< IPersonaPreviewScene >& InPersonaPreviewScene |
Preview scene setup. | PhysicsControlAssetEditor.h | |
void HandleSelectionChanged
(
const TArrayView< TSharedPtr< ISkeletonTreeItem > >& InSelectedItems, |
PhysicsControlAssetEditor.h | ||
void HandleViewportCreated
(
const TSharedRef< IPersonaViewport >& InPersonaViewport |
PhysicsControlAssetEditor.h | ||
bool IsCollisionRenderingMode
(
EPhysicsAssetEditorCollisionViewMode Mode, |
PhysicsControlAssetEditor.h | ||
bool IsCompilationNeeded() |
PhysicsControlAssetEditor.h | ||
bool IsConstraintRenderingMode
(
EPhysicsAssetEditorConstraintViewMode Mode, |
PhysicsControlAssetEditor.h | ||
bool IsDrawingViolatedLimits() |
PhysicsControlAssetEditor.h | ||
bool IsMeshRenderingMode
(
EPhysicsAssetEditorMeshViewMode Mode, |
PhysicsControlAssetEditor.h | ||
bool IsNoGravitySimulationEnabled() |
PhysicsControlAssetEditor.h | ||
bool IsNotRunningSimulation() |
PhysicsControlAssetEditor.h | ||
bool IsRunningSimulation() |
PhysicsControlAssetEditor.h | ||
bool IsSimulationFloorCollisionEnabled() |
PhysicsControlAssetEditor.h | ||
TSharedRef< SWidget > MakeCollisionOpacityWidget() |
Make the collision opacity widget | PhysicsControlAssetEditor.h | |
TSharedRef< SWidget > MakeConstraintScaleWidget() |
Make the constraint scale widget | PhysicsControlAssetEditor.h | |
void OnCollisionRenderingMode
(
EPhysicsAssetEditorCollisionViewMode Mode, |
PhysicsControlAssetEditor.h | ||
void OnCompile() |
Toolbar/menu commands. | PhysicsControlAssetEditor.h | |
void OnConstraintRenderingMode
(
EPhysicsAssetEditorConstraintViewMode Mode, |
PhysicsControlAssetEditor.h | ||
void OnFinishedChangingDetails
(
const FPropertyChangedEvent& PropertyChangedEvent |
PhysicsControlAssetEditor.h | ||
void OnMeshRenderingMode
(
EPhysicsAssetEditorMeshViewMode Mode, |
PhysicsControlAssetEditor.h | ||
void OnToggleSimulation() |
PhysicsControlAssetEditor.h | ||
void OnToggleSimulationFloorCollision() |
PhysicsControlAssetEditor.h | ||
void OnToggleSimulationNoGravity() |
PhysicsControlAssetEditor.h | ||
void ShowEmptyDetails() |
PhysicsControlAssetEditor.h | ||
void ToggleDrawViolatedLimits() |
PhysicsControlAssetEditor.h |