Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphCommands.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

36 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphCommands.h"
#include "Framework/Commands/InputChord.h"
#include "Framework/Commands/UICommandInfo.h"
#define LOCTEXT_NAMESPACE "AnimGraphCommands"
void FAnimGraphCommands::RegisterCommands()
{
UI_COMMAND(TogglePoseWatch, "Toggle Pose Watch", "Toggle pose watching on this node", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( SelectBone, "Select Bone", "Assign or change the bone for skeletal controls", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( AddBlendListPin, "Add Blend Pin", "Add blend pin to blend list", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( RemoveBlendListPin, "Remove Blend Pin", "Remove blend pin", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToSeqEvaluator, "Convert to Single Frame Animation", "Convert to one frame animation that requires position", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToSeqPlayer, "Convert to Sequence Player", "Convert back to sequence player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSEvaluator, "Convert to Single Frame Blend Space Player", "Convert to one frame blend space player that requires position", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSPlayer, "Convert to Blend Space Player", "Convert back to blend space player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToBSGraph, "Convert to Blend Space Graph", "Convert to blend space graph", EUserInterfaceActionType::Button, FInputChord() )
UI_COMMAND( ConvertToAimOffsetLookAt, "Convert to LookAt AimOffset", "Convert to one AimOffset that automatically tracks a Target", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( ConvertToAimOffsetSimple, "Convert to simple AimOffset", "Convert to a manual AimOffset", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( ConvertToAimOffsetGraph, "Convert to AimOffset Graph", "Convert to an AimOffset graph", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND(ConvertToPoseBlender, "Convert to Pose Blender", "Convert to pose blender that can blend by source curves", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND(ConvertToPoseByName, "Convert to Pose By Name", "Convert to pose node that returns by name", EUserInterfaceActionType::Button, FInputChord())
UI_COMMAND( OpenRelatedAsset, "Open Asset", "Opens the asset related to this node", EUserInterfaceActionType::Button, FInputChord() )
}
#undef LOCTEXT_NAMESPACE