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* Tab filters are now applied before tab widgets before are created for animation blueprint editor instead of only when a user tries opening a new tab. This prevents disallowed tabs in default layouts being created. * Event graph documents are not opened if event graph permissions are disabled when loading blueprint editor. * Added new blueprint permission to optionally disable function overrides. #rb thomas.sarkanen #preflight 6346928ef04e6f8505f7b879 [CL 22547860 by eric knapik in ue5-main branch]
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "PersonaModule.h"
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#include "PersonaToolMenuContext.generated.h"
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class IPersonaToolkit;
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class UAnimBlueprint;
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class UAnimationAsset;
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class UDebugSkelMeshComponent;
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class USkeletalMesh;
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class USkeleton;
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struct FFrame;
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UCLASS(BlueprintType)
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class PERSONA_API UPersonaToolMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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/** Get the skeleton that we are editing */
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UFUNCTION(BlueprintCallable, Category = PersonaEditorExtensions)
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USkeleton* GetSkeleton() const;
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/** Get the preview component that we are using */
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UFUNCTION(BlueprintCallable, Category = PersonaEditorExtensions)
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UDebugSkelMeshComponent* GetPreviewMeshComponent() const;
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/** Get the skeletal mesh that we are editing */
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UFUNCTION(BlueprintCallable, Category = PersonaEditorExtensions)
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USkeletalMesh* GetMesh() const;
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/** Get the anim blueprint that we are editing */
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UFUNCTION(BlueprintCallable, Category = PersonaEditorExtensions)
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UAnimBlueprint* GetAnimBlueprint() const;
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/** Get the animation asset that we are editing */
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UFUNCTION(BlueprintCallable, Category = PersonaEditorExtensions)
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UAnimationAsset* GetAnimationAsset() const;
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/** Get the persona toolkit */
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void SetToolkit(TSharedRef<IPersonaToolkit> InToolkit);
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/** Get a weak ptr to the persona toolkit */
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TWeakPtr<IPersonaToolkit> GetToolkit() const { return WeakToolkit; }
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protected:
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bool HasValidToolkit() const;
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private:
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TWeakPtr<IPersonaToolkit> WeakToolkit;
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};
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