// Copyright Epic Games, Inc. All Rights Reserved. #include "PaintModeCommands.h" #define LOCTEXT_NAMESPACE "LevelMeshPainterCommands" void FPaintModeCommands::RegisterCommands() { UI_COMMAND(NextTexture, "Next Texture", "Cycle To Next Texture", EUserInterfaceActionType::Button, FInputChord(EKeys::Period)); Commands.Add(NextTexture); UI_COMMAND(PreviousTexture, "Previous Texture", "Cycle To Previous Texture", EUserInterfaceActionType::Button, FInputChord(EKeys::Comma)); Commands.Add(PreviousTexture); UI_COMMAND(CommitTexturePainting, "Commit Texture Painting", "Commits Texture Painting Changes", EUserInterfaceActionType::Button, FInputChord(EKeys::C, EModifierKey::Control | EModifierKey::Shift)); Commands.Add(CommitTexturePainting); UI_COMMAND(Copy, "Copy Vertex Colors", "Copies Vertex Colors from the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Copy); UI_COMMAND(Paste, "Paste Vertex Colors", "Tried to Paste Vertex Colors on the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Paste); UI_COMMAND(Remove, "Remove Vertex Colors", "Removes Vertex Colors from the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Remove); UI_COMMAND(Fix, "Fix Vertex Colors", "If necessary fixes Vertex Colors applied to the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Fix); UI_COMMAND(Fill, "Fill Vertex Colors", "Fills the selected Meshes with the Paint Color", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Fill); UI_COMMAND(Propagate, "Propagate Vertex Colors", "Propagates Instance Vertex Colors to the Source Meshes", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Propagate); UI_COMMAND(Import, "Import Vertex Colors", "Imports Vertex Colors from a TGA Texture File to the Selected Meshes", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Import); UI_COMMAND(Save, "Save Vertex Colors", "Saves the Source Meshes for the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(Save); UI_COMMAND(PropagateTexturePaint, "Propagate Texture Paint", "Propagates Modifications to the Textures", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(PropagateTexturePaint); UI_COMMAND(SaveTexturePaint, "Save Texture Paint", "Saves the Modified Textures for the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(SaveTexturePaint); UI_COMMAND(SwitchForeAndBackgroundColor, "Switch Fore and Background Color", "Switches the Fore and Background Colors used for Vertex Painting", EUserInterfaceActionType::None, FInputChord(EKeys::X)); Commands.Add(SwitchForeAndBackgroundColor); UI_COMMAND(PropagateVertexColorsToLODs, "Apply Vertex Colors to LODs", "Applied the Vertex Colors from LOD0 to all LOD levels", EUserInterfaceActionType::Button, FInputChord()); Commands.Add(PropagateVertexColorsToLODs); UI_COMMAND(CycleToNextLOD, "Cycle to next Mesh LOD", "Cycles to the next possible Mesh LOD to Paint on", EUserInterfaceActionType::None, FInputChord(EKeys::N)); Commands.Add(CycleToNextLOD); UI_COMMAND(CycleToPreviousLOD, "Cycle to previous Mesh LOD", "Cycles to the previous possible Mesh LOD to Paint on", EUserInterfaceActionType::None, FInputChord(EKeys::B)); Commands.Add(CycleToPreviousLOD); } #undef LOCTEXT_NAMESPACE