Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphCommands.cpp
frederick lupien 63fd57b194 Add a context menu option to unexpose all unused pins in LinkedAnimGraph and LinkedAnimLayer nodes in animation blueprints
This is to be able to quickly hide all pins on linked graph nodes based on animation instance that expose a lot of properties

[REVIEW] [at]Thomas.Sarkanen
#tests PIE
#jira UE-156233
[FYI] [at]Paul.McLaurin

[CL 21908860 by frederick lupien in ue5-main branch]
2022-09-08 20:30:49 -04:00

37 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphCommands.h"
#include "Framework/Commands/InputChord.h"
#include "Framework/Commands/UICommandInfo.h"
#define LOCTEXT_NAMESPACE "AnimGraphCommands"
void FAnimGraphCommands::RegisterCommands()
{
UI_COMMAND(TogglePoseWatch, "Toggle Pose Watch", "Toggle pose watching on this node", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(HideUnboundPropertyPins, "Hide Unbound/Unset Property Pins", "Unexpose all unbound/unset property pins from this node", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( SelectBone, "Select Bone", "Assign or change the bone for skeletal controls", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( AddBlendListPin, "Add Blend Pin", "Add blend pin to blend list", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( RemoveBlendListPin, "Remove Blend Pin", "Remove blend pin", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToSeqEvaluator, "Convert to Single Frame Animation", "Convert to one frame animation that requires position", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToSeqPlayer, "Convert to Sequence Player", "Convert back to sequence player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSEvaluator, "Convert to Single Frame Blend Space Player", "Convert to one frame blend space player that requires position", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSPlayer, "Convert to Blend Space Player", "Convert back to blend space player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSGraph, "Convert to Blend Space Graph", "Convert to blend space graph", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToAimOffsetLookAt, "Convert to LookAt AimOffset", "Convert to one AimOffset that automatically tracks a Target", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( ConvertToAimOffsetSimple, "Convert to simple AimOffset", "Convert to a manual AimOffset", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( ConvertToAimOffsetGraph, "Convert to AimOffset Graph", "Convert to an AimOffset graph", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND(ConvertToPoseBlender, "Convert to Pose Blender", "Convert to pose blender that can blend by source curves", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND(ConvertToPoseByName, "Convert to Pose By Name", "Convert to pose node that returns by name", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( OpenRelatedAsset, "Open Asset", "Opens the asset related to this node", EUserInterfaceActionType::Button, FInputChord() )
}
#undef LOCTEXT_NAMESPACE