Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph/PhysicsAssetGraphSummoner.h
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

33 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
#include "ISkeletonTree.h"
#include "SPhysicsAssetGraph.h"
class UPhysicsAsset;
class IEditableSkeleton;
struct FPhysicsAssetGraphSummoner : public FWorkflowTabFactory
{
public:
FPhysicsAssetGraphSummoner(TSharedPtr<FAssetEditorToolkit> InHostingApp, UPhysicsAsset* InPhysicsAsset, const TSharedRef<IEditableSkeleton>& InEditableSkeleton, FOnPhysicsAssetGraphCreated InOnPhysicsAssetGraphCreated, FOnGraphObjectsSelected InOnGraphObjectsSelected);
/** FWorkflowTabFactory interface */
virtual TSharedRef<SWidget> CreateTabBody(const FWorkflowTabSpawnInfo& Info) const override;
virtual TSharedPtr<SToolTip> CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const override;
/** Reference to our Physics Asset */
TWeakObjectPtr<UPhysicsAsset> PhysicsAssetPtr;
/** Reference to our editable skeleton */
TWeakPtr<IEditableSkeleton> EditableSkeletonPtr;
/** Graph created delegate */
FOnPhysicsAssetGraphCreated OnPhysicsAssetGraphCreated;
/** Object selected delegate */
FOnGraphObjectsSelected OnGraphObjectsSelected;
};