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benoit gadreau c58b1167bf Skeleton Mesh Editing tool: multi selection + transform gizmo
- 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]
2023-04-18 10:17:27 -04:00

24 lines
506 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletalMeshNotifier.h"
FSkeletalMeshNotifyDelegate& ISkeletalMeshNotifier::Delegate()
{
return NotifyDelegate;
}
bool ISkeletalMeshNotifier::Notifying() const
{
return bNotifying;
}
void ISkeletalMeshNotifier::Notify(const TArray<FName>& BoneNames, const ESkeletalMeshNotifyType InNotifyType) const
{
if (!bNotifying)
{
TGuardValue<bool> RecursionGuard(bNotifying, true);
NotifyDelegate.Broadcast(BoneNames, InNotifyType);
}
}