Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/AnimViewportMenuCommands.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

28 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimViewportMenuCommands.h"
#define LOCTEXT_NAMESPACE "AnimViewportMenuCommands"
void FAnimViewportMenuCommands::RegisterCommands()
{
UI_COMMAND( PreviewSceneSettings, "Preview Scene Settings...", "The Advanced Preview Settings tab will let you alter the preview scene's settings.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( CameraFollowNone, "Free Camera", "Camera is free to move", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( CameraFollowBounds, "Follow Bounds", "Camera follows the bounbds of the mesh", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( CameraFollowBone, "Follow Bone", "Camera follows a specified bone", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( SetCPUSkinning, "CPU Skinning", "Toggles display of CPU skinning in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetShowNormals, "Normals", "Toggles display of vertex normals in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowTangents, "Tangents", "Toggles display of vertex tangents in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowBinormals, "Binormals", "Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( AnimSetDrawUVs, "UV", "Toggles display of the mesh's UVs for the specified channel.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND(SaveCameraAsDefault, "Save Camera As Default", "Save the current camera as default for this mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ClearDefaultCamera, "Clear Default Camera", "Clear default camera for this mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(JumpToDefaultCamera, "Jump To Default Camera", "Jump to the default camera (if set).", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::F));
}
#undef LOCTEXT_NAMESPACE