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- multiselection: bones can be multi-selected (using shift/ctrl) so that they can be bulk edited
- bones can be transformed individually (unlike in the level editor where the last selected element's transform is used as pivot)
- added USkeletalMeshGizmoContextObject to manage gizmo wrappers for skeletal mesh tools
- gizmo: re-used the transform gizmo work done with several fixes/improvements so that they can be used in other contexts
- UTransformGizmo can be used without TransformGizmoSource, most of the infos can be retrieved from the IToolsContextQueriesAPI
- UTransformGizmo can be passed an external StateTarget to handle transaction externally
- UTransformGizmo fixed rotations going in the wrong direction when dragging
#jira UE-183454
#jira UE-183453
#rb kiaran.ritchie
#preflight 643d63df8e01968448cf53db
[CL 25085825 by benoit gadreau in ue5-main branch]
24 lines
506 B
C++
24 lines
506 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SkeletalMeshNotifier.h"
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FSkeletalMeshNotifyDelegate& ISkeletalMeshNotifier::Delegate()
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{
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return NotifyDelegate;
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}
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bool ISkeletalMeshNotifier::Notifying() const
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{
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return bNotifying;
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}
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void ISkeletalMeshNotifier::Notify(const TArray<FName>& BoneNames, const ESkeletalMeshNotifyType InNotifyType) const
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{
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if (!bNotifying)
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{
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TGuardValue<bool> RecursionGuard(bNotifying, true);
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NotifyDelegate.Broadcast(BoneNames, InNotifyType);
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}
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}
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