Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/PersonaToolMenuContext.cpp
Jurre deBaare e46208d52b Tool menu API extension for Persona editor umbrella - exposing partial PersonalToolkit API to scripting through context uobject
#jira UEA-674
#rb Thomas.Sarkanen

[CL 14492424 by Jurre deBaare in ue5-main branch]
2020-10-14 12:00:06 -04:00

66 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PersonaToolMenuContext.h"
#include "IPersonaToolkit.h"
USkeleton* UPersonaToolMenuContext::GetSkeleton() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetSkeleton();
}
return nullptr;
}
UDebugSkelMeshComponent* UPersonaToolMenuContext::GetPreviewMeshComponent() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetPreviewMeshComponent();
}
return nullptr;
}
USkeletalMesh* UPersonaToolMenuContext::GetMesh() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetMesh();
}
return nullptr;
}
UAnimBlueprint* UPersonaToolMenuContext::GetAnimBlueprint() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetAnimBlueprint();
}
return nullptr;
}
UAnimationAsset* UPersonaToolMenuContext::GetAnimationAsset() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetAnimationAsset();
}
return nullptr;
}
void UPersonaToolMenuContext::SetToolkit(TSharedRef<IPersonaToolkit> InToolkit)
{
WeakToolkit = InToolkit;
}
bool UPersonaToolMenuContext::HasValidToolkit() const
{
return WeakToolkit.IsValid();
}