Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerCommands.cpp
Max Chen 6e135b118e Sequencer: Added option to show/hide the status bar
#jira none
#preflight 628866e4585e8f793ee80943
#rb ludovic.chabant

[CL 20369057 by Max Chen in ue5-main branch]
2022-05-25 14:29:26 -04:00

184 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequencerCommands.h"
#define LOCTEXT_NAMESPACE "SequencerCommands"
void FSequencerCommands::RegisterCommands()
{
UI_COMMAND( TogglePlay, "Toggle Play", "Toggle the timeline playing", EUserInterfaceActionType::Button, FInputChord(EKeys::SpaceBar) );
UI_COMMAND( TogglePlayViewport, "Toggle Play(Viewport)", "Toggle the timeline playing in all viewports and sequencer", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::SpaceBar));
UI_COMMAND( ScrubTimeViewport, "Scrub Time(Viewport)", "Scrub mouse left and right to change time", EUserInterfaceActionType::Button, FInputChord(EKeys::B) );
UI_COMMAND( PlayForward, "Play Forward", "Play the timeline forward", EUserInterfaceActionType::Button, FInputChord(EKeys::Down) );
UI_COMMAND( JumpToStart, "Jump to Start", "Jump to the start of the playback range", EUserInterfaceActionType::Button, FInputChord(EKeys::Up) );
UI_COMMAND( JumpToEnd, "Jump to End", "Jump to the end of the playback range", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Up) );
UI_COMMAND( ShuttleBackward, "Shuttle Backward", "Shuttle backward", EUserInterfaceActionType::Button, FInputChord(EKeys::J) );
UI_COMMAND( ShuttleForward, "Shuttle Forward", "Shuttle forward", EUserInterfaceActionType::Button, FInputChord(EKeys::L) );
UI_COMMAND( Pause, "Pause", "Pause playback", EUserInterfaceActionType::Button, FInputChord(EKeys::K) );
UI_COMMAND( RestorePlaybackSpeed, "Restore Speed", "Restores the playback speed to 1.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( StepForward, "Step Forward", "Step the timeline forward", EUserInterfaceActionType::Button, FInputChord(EKeys::Right) );
UI_COMMAND( StepBackward, "Step Backward", "Step the timeline backward", EUserInterfaceActionType::Button, FInputChord(EKeys::Left) );
UI_COMMAND( StepForwardViewport, "Step Forward (Viewport)", "Step the timeline forward in all viewports and sequencer", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::Period) );
UI_COMMAND( StepBackwardViewport, "Step Backward (Viewport)", "Step the timeline backward in all viewports and sequencer", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::Comma) );
UI_COMMAND( JumpForward, "Jump Forward", "Jump the timeline forward a user defined number of frames/times", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Right) );
UI_COMMAND( JumpBackward, "Jump Backward", "Jump the timeline backward a user defined number of frames/times", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Left) );
UI_COMMAND( StepToNextKey, "Step to Next Key (Viewport)", "Step to the next key in all viewports and sequencer", EUserInterfaceActionType::Button, FInputChord(EKeys::Period) );
UI_COMMAND( StepToPreviousKey, "Step to Previous Key(Viewport)", "Step to the previous key in all viewports and sequencer", EUserInterfaceActionType::Button, FInputChord(EKeys::Comma) );
UI_COMMAND( StepToNextCameraKey, "Step to Next Camera Key", "Step to the next camera key", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( StepToPreviousCameraKey, "Step to Previous Camera Key", "Step to the previous camera key", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( StepToNextShot, "Step to Next Shot", "Step to the next shot", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Period) );
UI_COMMAND( StepToPreviousShot, "Step to Previous Shot", "Step to the previous shot", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Comma) );
UI_COMMAND( SetStartPlaybackRange, "Set Start Playback Range", "Set the start playback range", EUserInterfaceActionType::Button, FInputChord(EKeys::LeftBracket) );
UI_COMMAND( SetEndPlaybackRange, "Set End Playback Range", "Set the end playback range", EUserInterfaceActionType::Button, FInputChord(EKeys::RightBracket) );
UI_COMMAND( ResetViewRange, "Reset View Range", "Reset view range to the playback range", EUserInterfaceActionType::Button, FInputChord(EKeys::Home) );
UI_COMMAND( ZoomToFit, "Zoom to Fit", "Zoom to Fit", EUserInterfaceActionType::Button, FInputChord(EKeys::F) );
UI_COMMAND( ZoomInViewRange, "Zoom into the View Range", "Zoom into the view range", EUserInterfaceActionType::Button, FInputChord(EKeys::Equals) );
UI_COMMAND( ZoomOutViewRange, "Zoom out of the View Range", "Zoom out of the view range", EUserInterfaceActionType::Button, FInputChord(EKeys::Hyphen) );
UI_COMMAND( NavigateBackward, "Navigate Backward", "Go backward to the previously viewed shot/subsequence", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::Left));
UI_COMMAND( NavigateForward, "Navigate Forward", "Go forward to the previously viewed shot/subsequence", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::Right));
UI_COMMAND( SetSelectionRangeToNextShot, "Set Selection Range to Next Shot", "Set the selection range to the next shot", EUserInterfaceActionType::Button, FInputChord(EKeys::PageUp) );
UI_COMMAND( SetSelectionRangeToPreviousShot, "Set Selection Range to Previous Shot", "Set the selection range to the previous shot", EUserInterfaceActionType::Button, FInputChord(EKeys::PageDown) );
UI_COMMAND( SetPlaybackRangeToAllShots, "Set Playback Range to All Shots", "Set the playback range to all the shots", EUserInterfaceActionType::Button, FInputChord(EKeys::End) );
UI_COMMAND( TogglePlaybackRangeLocked, "Playback Range Locked", "Prevent editing the start and end times for the sequence.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleCleanPlaybackMode, "Game View (Clean Playback Mode)", "Enable game view and hide viewport buttons while playing.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleRerunConstructionScripts, "Rerun Construction Scripts", "Rerun construction scripts on bound actors every frame.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleAsyncEvaluation, "Async Evaluation", "When enabled, enables a single asynchronous evaluation once per-frame. When disabled, forces a full blocking evaluation every time this sequence is evaluated (should be avoided for real-time content).", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleKeepCursorInPlaybackRangeWhileScrubbing, "Keep Playhead in Playback Range While Scrubbing", "When checked, the playhead will be constrained to the current playback range while scrubbing", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleKeepPlaybackRangeInSectionBounds, "Keep Playback Range in Section Bounds", "When checked, the playback range will be synchronized to the section bounds", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleExpandCollapseNodes, "Expand/Collapse Nodes", "Toggle expand or collapse selected nodes", EUserInterfaceActionType::Button, FInputChord(EKeys::V) );
UI_COMMAND( ToggleExpandCollapseNodesAndDescendants, "Expand/Collapse Nodes and Descendants", "Toggle expand or collapse selected nodes and descendants", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::V) );
UI_COMMAND( ExpandAllNodes, "Expand All Nodes", "Expand all nodes and descendants", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CollapseAllNodes, "Collapse All Nodes", "Collapse all nodes and descendants", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SortAllNodesAndDescendants, "Sort All Nodes", "Sorts all nodes by type and then alphabetically.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ResetFilters, "Reset Filters", "Reset all enabled filters.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( SetSelectionRangeEnd, "Set Selection End", "Sets the end of the selection range", EUserInterfaceActionType::Button, FInputChord(EKeys::O) );
UI_COMMAND( SetSelectionRangeStart, "Set Selection Start", "Sets the start of the selection range", EUserInterfaceActionType::Button, FInputChord(EKeys::I) );
UI_COMMAND( ClearSelectionRange, "Clear Selection Range", "Clear the selection range", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::X) );
UI_COMMAND( SelectKeysInSelectionRange, "Select Keys in Selection Range", "Select all keys that fall into the selection range", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectSectionsInSelectionRange, "Select Sections in Selection Range", "Select all sections that fall into the selection range", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllInSelectionRange, "Select All in Selection Range", "Select all keys and section that fall into the selection range", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectForward, "Select All Keys and Sections Forward", "Select all keys and sections forward from the current time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::RightBracket) );
UI_COMMAND( SelectBackward, "Select All Keys and Sections Backward", "Select all keys and sections backward from the current time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::LeftBracket) );
UI_COMMAND( AddActorsToSequencer, "Add Actors", "Add actors to sequencer", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::A) );
UI_COMMAND( SetKey, "Set Key", "Sets a key on the selected tracks", EUserInterfaceActionType::Button, FInputChord(EKeys::Enter) );
UI_COMMAND( SetInterpolationCubicAuto, "Set Key Auto", "Cubic interpolation - Automatic tangents", EUserInterfaceActionType::Button, FInputChord(EKeys::One));
UI_COMMAND( SetInterpolationCubicUser, "Set Key User", "Cubic interpolation - User flat tangents", EUserInterfaceActionType::Button, FInputChord(EKeys::Two));
UI_COMMAND( SetInterpolationCubicBreak, "Set Key Break", "Cubic interpolation - User broken tangents", EUserInterfaceActionType::Button, FInputChord(EKeys::Three));
UI_COMMAND( SetInterpolationLinear, "Set Key Linear", "Linear interpolation", EUserInterfaceActionType::Button, FInputChord(EKeys::Four));
UI_COMMAND( SetInterpolationConstant, "Set Key Constant", "Constant interpolation", EUserInterfaceActionType::Button, FInputChord(EKeys::Five));
UI_COMMAND( ToggleWeightedTangents, "Toggle Weighted Tangents", "Toggles cubic tangents to be weighted/non-weighted", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( TrimSectionLeft, "Trim Section Left", "Trim section at current time to the left (keeps the right)", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Comma) );
UI_COMMAND( TrimSectionRight, "Trim Section Right", "Trim section at current time to the right (keeps the left)", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Period) );
UI_COMMAND( TrimOrExtendSectionLeft, "Trim or Extend Section Left", "Trim or extend closest sections to the left for the selected tracks (or all tracks if none selected) to the current time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::LeftBracket) );
UI_COMMAND( TrimOrExtendSectionRight, "Trim or Extend Section Right", "Trim or extend closest sections to the right for the selected tracks (or all tracks if none selected) to the current time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::RightBracket) );
UI_COMMAND( SplitSection, "Split Section", "Split section at current time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Slash) );
UI_COMMAND( TranslateLeft, "Translate Left", "Translate selected keys and sections to the left", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Left) );
UI_COMMAND( TranslateRight, "Translate Right", "Translate selected keys and sections to the right", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Right) );
UI_COMMAND( SetAutoKey, "Auto-key", "Create a key when channels/properties change. Only automatically adds a key when there's already a track and at least one key.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetAutoTrack, "Auto-track", "Create a track when channels/properties change.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetAutoChangeAll, "All", "Create a key and a track if it doesn't exist when channels/properties change.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetAutoChangeNone, "None", "Disable auto-keying and auto-tracking.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( AllowAllEdits, "Allow All Edits", "Allow any edits to occur, some of which may produce tracks/keys or modify default properties.", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( AllowSequencerEditsOnly, "Allow Sequencer Edits Only", "All edits will produce either a track or a key.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND( AllowLevelEditsOnly, "Allow Level Edits Only", "Properties in the details panel will be disabled if they have a track.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(ToggleAutoKeyEnabled, "Auto-key", "Create a key when channels/properties change. Only automatically adds a key when there's already a track and at least one key.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetKeyChanged, "Key Changed", "Key just the changed channel when it changes.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND( SetKeyGroup, "Key Group", "Key the groups channels/properties when only one of them changes. ie. Keys all three translation channels when only translation Y changes", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND( SetKeyAll, "Key All", "Key all channels/properties when only one of them changes. ie. Keys all translation, rotation, scale channels when only translation Y changes", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND( ToggleMarkAtPlayPosition, "Toggle Mark", "Sets or clears a mark at the current play position.", EUserInterfaceActionType::Button, FInputChord(EKeys::M) );
UI_COMMAND( StepToNextMark, "Step to Next Marked Frame", "Step to the next marked frame", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::Period) );
UI_COMMAND( StepToPreviousMark, "Step to Previous Marked Frame", "Step to the previous marked frame", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::Comma) );
UI_COMMAND( ToggleAutoScroll, "Auto Scroll", "Toggle auto-scroll: When enabled, automatically scrolls the sequencer view to keep the current time visible", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::S) );
UI_COMMAND( ChangeTimeDisplayFormat, "Change Time Display Format", "Rotates through supported display formats for time", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::T) );
UI_COMMAND( ToggleShowGotoBox, "Go to Time...", "Go to a particular point on the timeline", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::T) );
UI_COMMAND( ToggleShowTransformBox, "Transform Selection...", "Transform the selected keys and sections by a given amount", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::M));
UI_COMMAND( ToggleShowStretchBox, "Stretch/Shrink...", "Stretch or shrink a given amount, moving keys forwards/backwards as necessary", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OpenDirectorBlueprint, "Open Director Blueprint", "Opens the director blueprint for this sequence.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OpenTaggedBindingManager, "Open Binding Tag Manager", "Specifies options for tagging bindings within this sequence for external systems to reference as a persistent name.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OpenNodeGroupsManager, "Open Sequencer Group Manager", "Manage groups within this sequence.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ToggleShowRangeSlider, "Range Slider", "Enables and disables showing the time range slider", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( ToggleShowStatusBar, "Status Bar", "Enables and disables showing the status bar", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( ToggleIsSnapEnabled, "Enable Snapping", "Enables and disables snapping", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapKeyTimesToInterval, "Snap to the Interval", "Snap keys to the time snapping interval", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapKeyTimesToKeys, "Snap to Keys and Sections", "Snap keys to other keys and sections in this sequence", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapSectionTimesToInterval, "Snap to the Interval", "Snap sections to the time snapping interval", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapSectionTimesToSections, "Snap to Keys and Sections", "Snap sections to other keys and sections in this sequence", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapKeysAndSectionsToPlayRange, "Snap Keys and Sections to the Playback Range", "When checked, keys and sections will be snapped to the playback range bounds", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( ToggleSnapPlayTimeToKeys, "Snap to Keys While Scrubbing", "Snap the playhead to keys of the selected track while scrubbing", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapPlayTimeToSections, "Snap to Sections While Scrubbing", "Snap the playhead to section bounds while scrubbing", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapPlayTimeToMarkers, "Snap to Markers While Scrubbing", "Snap the playhead to markers while scrubbing", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapPlayTimeToInterval, "Snap to the Interval While Scrubbing", "Snap the playhead to the time snapping interval while scrubbing", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapPlayTimeToPressedKey, "Snap to the Pressed Key", "Snap the playhead to the pressed key", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapPlayTimeToDraggedKey, "Snap to the Dragged Key", "Snap the playhead to the dragged key", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSnapCurveValueToInterval, "Snap Curve Key Values", "Snap curve keys to the value snapping interval", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( FindInContentBrowser, "Find in Content Browser", "Find the viewed sequence asset in the content browser", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ToggleCombinedKeyframes, "Combined Keyframes", "Show/hide the combined keyframes at the top node level", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleChannelColors, "Channel Colors", "Show/hide the channel colors in the track area", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleShowSelectedNodesOnly, "Selected Nodes Only", "Show selected nodes only", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleShowCurveEditor, "Curve Editor", "Show the animation keys in a curve editor", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleLinkCurveEditorTimeRange, "Link Curve Editor Time Range", "Link the curve editor time range to the sequence", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleShowPreAndPostRoll, "Pre/Post Roll", "Toggles visualization of pre and post roll", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( RenderMovie, "Render Movie", "Render this movie to a video, or image frame sequence", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateCamera, "Create Camera", "Create a new camera and set it as the current camera cut", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( PasteFromHistory, "Paste From History", "Paste from the sequencer clipboard history", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::V) );
UI_COMMAND( ConvertToSpawnable, "Convert to Spawnable", "Make the specified possessed objects spawnable from sequencer. This will allow sequencer to have control over the lifetime of the object.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertToPossessable, "Convert to Possessable", "Make the specified spawned objects possessed by sequencer.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SaveCurrentSpawnableState, "Save Default State", "Save the current state of this spawnable object as its default properties.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RestoreAnimatedState, "Restore Pre-Animated State", "Restore any objects that have been animated by sequencer back to their original state.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::R) );
UI_COMMAND( FixPossessableObjectClass, "Fix Possessable Object Class", "Try to automatically fix up possessables whose object class don't match the object class of their currently bound objects.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RebindPossessableReferences, "Rebind Possesable References", "Rebinds all possessables in the current sequence to ensure they're using the most robust referencing mechanism.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ImportFBX, "Import...", "Import the animation from an FBX file.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ExportFBX, "Export...", "Export the selected objects (all if none selected) and animation to an FBX file. (Shots and sub-scenes not supported)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ExportToCameraAnim, "Export to Camera Anim...", "Exports the animation to a camera anim asset.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ToggleEvaluateSubSequencesInIsolation, "Evaluate Sub Sequences In Isolation", "When enabled, will only evaluate the currently focused sequence; otherwise evaluate from the master sequence.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( QuickTreeSearch, "Quick Tree Search", "Jumps keyboard focus to the tree searchbox to allow searching for tracks in the current Sequence.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::F));
UI_COMMAND( MoveToNewFolder, "Move to New Folder", "Move selected nodes to new folder", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::G));
UI_COMMAND( RemoveFromFolder, "Remove from Folder", "Remove selected nodes from their folders", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::G));
UI_COMMAND(AddTransformKey, "Add Transform Key", "Add a transform key at the current time for the selected actor.", EUserInterfaceActionType::Button, FInputChord(EKeys::S));
UI_COMMAND(AddTranslationKey, "Add Translation Key", "Add a translation key at the current time for the selected actor.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::W));
UI_COMMAND(AddRotationKey, "Add Rotation Key", "Add a rotation key at the current time for the selected actor.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::E));
UI_COMMAND(AddScaleKey, "Add Scale Key", "Add a scale key at the current time for the selected actor.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::R));
UI_COMMAND(TogglePilotCamera, "Pilot Camera", "Toggle piloting the last camera or the camera cut camera.", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::P));
UI_COMMAND(RefreshUI, "Refresh UI", "Forcibly refresh the UI from source data.", EUserInterfaceActionType::Button, FInputChord(EKeys::F5));
}
#undef LOCTEXT_NAMESPACE