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Runtime notes: - Removes 'smart name' usage across the animation systems. - Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'. - Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime. Editor notes: - Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh - Curve metadata (for morph targets) is still populated on import - Curves can now be used arbitrarily at runtime New features: - New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets - New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches. - Pose watches now output curve tracks to the Rewind Debugger #rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!) #jira UE-167776 #jira UE-173716 #jira UE-110407 #preflight 63fc98c81206d91a2bc3ab90 #preflight 63f3ad4f81646f1f24c240c2 [CL 24421496 by Thomas Sarkanen in ue5-main branch]
103 lines
2.6 KiB
C++
103 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SPoseAssetNameWidget.h"
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#define LOCTEXT_NAMESPACE "SPoseAssetNameWidget"
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#define DEFAULTTEXT TEXT("None Selected")
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void SPoseAssetNameWidget::Construct(const FArguments& InArgs)
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{
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PoseAsset = InArgs._PoseAsset;
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OnSelectionChanged = InArgs._OnSelectionChanged;
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ChildSlot
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[
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SAssignNew(BasePoseComboBox, SComboBox< TSharedPtr<FString> >)
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.OptionsSource(&BasePoseComboList)
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.OnGenerateWidget(this, &SPoseAssetNameWidget::MakeBasePoseComboWidget)
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.OnSelectionChanged(this, &SPoseAssetNameWidget::SelectionChanged)
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.OnComboBoxOpening(this, &SPoseAssetNameWidget::OnBasePoseComboOpening)
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.ContentPadding(3.f)
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.Content()
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[
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SNew(STextBlock)
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.Text(this, &SPoseAssetNameWidget::GetBasePoseComboBoxContent)
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.ToolTipText(this, &SPoseAssetNameWidget::GetBasePoseComboBoxToolTip)
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]
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];
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RefreshBasePoseChanged();
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}
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TSharedRef<SWidget> SPoseAssetNameWidget::MakeBasePoseComboWidget(TSharedPtr<FString> InItem)
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{
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return SNew(STextBlock).Text(FText::FromString(*InItem));
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}
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void SPoseAssetNameWidget::RefreshBasePoseChanged()
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{
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if (PoseAsset.IsValid())
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{
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BasePoseComboList.Reset();
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// add pose names
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// go through profile and see if it has mine
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for (const FName& PoseName : PoseAsset->GetPoseFNames())
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{
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BasePoseComboList.Add(MakeShareable(new FString(PoseName.ToString())));
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}
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}
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// if nothing in combo, make sure to add empty text
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if (BasePoseComboList.Num() == 0)
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{
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BasePoseComboList.Add(MakeShareable(new FString(DEFAULTTEXT)));
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}
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// should we trigger selection? Or The SetSelectedItem should trigger it?
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BasePoseComboBox->RefreshOptions();
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// test null item
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BasePoseComboBox->SetSelectedItem(BasePoseComboList[0]);
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}
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void SPoseAssetNameWidget::OnBasePoseComboOpening()
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{
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// do I have to do this?
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TSharedPtr<FString> ComboStringPtr = BasePoseComboBox->GetSelectedItem();
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if (ComboStringPtr.IsValid())
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{
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BasePoseComboBox->SetSelectedItem(ComboStringPtr);
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}
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}
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FText SPoseAssetNameWidget::GetBasePoseComboBoxContent() const
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{
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if (BasePoseComboList.Num() > 0)
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{
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return FText::FromString(*BasePoseComboBox->GetSelectedItem().Get());
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}
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return FText();
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}
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FText SPoseAssetNameWidget::GetBasePoseComboBoxToolTip() const
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{
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return LOCTEXT("BasePoseComboToolTip", "Select Pose");
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}
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void SPoseAssetNameWidget::SetPoseAsset(UPoseAsset* NewPoseAsset)
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{
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PoseAsset = NewPoseAsset;
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RefreshBasePoseChanged();
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}
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void SPoseAssetNameWidget::SelectionChanged(TSharedPtr<FString> PoseName, ESelectInfo::Type SelectionType)
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{
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if (PoseName.IsValid() && *PoseName.Get() != DEFAULTTEXT)
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{
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OnSelectionChanged.ExecuteIfBound(PoseName, SelectionType);
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}
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}
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#undef LOCTEXT_NAMESPACE
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