You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
+ Support for editing most geometric parameters (Joint Offsets, Box Extents, Collision Planes etc) with a TRS Widget. + Allow parameters to be edited for each individual physics body in a chain. + DEPRECATED some physics body properties, these are now held in an array, one instance per physics body. + Changed definition of LocalJointOffset - was joint position relative to physics body, now physics body position relative to joint + Fix for apparent bug in position constraints between chain bodies. + Added a new AnimDynamics Edit Mode to support new widget features. + Changes to details panel layout. #rb [at]Benn.Gallagher, [at]Thomas.Sarkanen [FYI] [at]charles.anderson #preflight 61eec96daa3f15faa57b841f #ROBOMERGE-OWNER: nick.brett #ROBOMERGE-AUTHOR: nick.brett #ROBOMERGE-SOURCE: CL 18721085 via CL 18721089 via CL 18721093 via CL 18724643 via CL 18724991 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18725005 by nick brett in ue5-main branch]
15 lines
918 B
C++
15 lines
918 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AnimNodeEditModes.h"
|
|
|
|
const FEditorModeID AnimNodeEditModes::AnimDynamics("AnimGraph.AnimDynamics");
|
|
const FEditorModeID AnimNodeEditModes::AnimNode("AnimGraph.AnimNode");
|
|
const FEditorModeID AnimNodeEditModes::TwoBoneIK("AnimGraph.SkeletalControl.TwoBoneIK");
|
|
const FEditorModeID AnimNodeEditModes::ObserveBone("AnimGraph.SkeletalControl.ObserveBone");
|
|
const FEditorModeID AnimNodeEditModes::ModifyBone("AnimGraph.SkeletalControl.ModifyBone");
|
|
const FEditorModeID AnimNodeEditModes::Fabrik("AnimGraph.SkeletalControl.Fabrik");
|
|
const FEditorModeID AnimNodeEditModes::PoseDriver("AnimGraph.AnimNode.PoseDriver");
|
|
const FEditorModeID AnimNodeEditModes::CCDIK("AnimGraph.SkeletalControl.CCDIK");
|
|
const FEditorModeID AnimNodeEditModes::SplineIK("AnimGraph.AnimNode.SplineIK");
|
|
const FEditorModeID AnimNodeEditModes::LookAt("AnimGraph.SkeletalControl.LookAt");
|