You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
1043 lines
32 KiB
C++
1043 lines
32 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
|
|
#include "PersonaPrivatePCH.h"
|
|
|
|
#include "Animation/VertexAnim/VertexAnimation.h"
|
|
#include "SAnimationSequenceBrowser.h"
|
|
#include "Persona.h"
|
|
#include "AssetRegistryModule.h"
|
|
#include "SSkeletonWidget.h"
|
|
#include "Editor/ContentBrowser/Public/ContentBrowserModule.h"
|
|
#include "FeedbackContextEditor.h"
|
|
#include "EditorAnimUtils.h"
|
|
#include "Editor/ContentBrowser/Public/FrontendFilterBase.h"
|
|
#include "Runtime/AssetRegistry/Public/AssetRegistryModule.h"
|
|
#include "SceneViewport.h"
|
|
#include "AnimPreviewInstance.h"
|
|
#include "ObjectEditorUtils.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "SequenceBrowser"
|
|
|
|
/** A filter that displays animations that are additive */
|
|
class FFrontendFilter_AdditiveAnimAssets : public FFrontendFilter
|
|
{
|
|
public:
|
|
FFrontendFilter_AdditiveAnimAssets(TSharedPtr<FFrontendFilterCategory> InCategory) : FFrontendFilter(InCategory) {}
|
|
|
|
// FFrontendFilter implementation
|
|
virtual FString GetName() const override { return TEXT("AdditiveAnimAssets"); }
|
|
virtual FText GetDisplayName() const override { return LOCTEXT("FFrontendFilter_AdditiveAnimAssets", "Additive Animations"); }
|
|
virtual FText GetToolTipText() const override { return LOCTEXT("FFrontendFilter_AdditiveAnimAssetsToolTip", "Show only animations that are additive."); }
|
|
|
|
// IFilter implementation
|
|
virtual bool PassesFilter(FAssetFilterType InItem) const override
|
|
{
|
|
const FString TagValue = InItem.TagsAndValues.FindRef(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
|
|
return !TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"));
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////
|
|
|
|
const int32 SAnimationSequenceBrowser::MaxAssetsHistory = 10;
|
|
|
|
SAnimationSequenceBrowser::~SAnimationSequenceBrowser()
|
|
{
|
|
if(PreviewComponent)
|
|
{
|
|
for(int32 ComponentIdx = PreviewComponent->AttachChildren.Num() - 1 ; ComponentIdx >= 0 ; --ComponentIdx)
|
|
{
|
|
USceneComponent* Component = PreviewComponent->AttachChildren[ComponentIdx];
|
|
if(Component)
|
|
{
|
|
CleanupPreviewSceneComponent(Component);
|
|
}
|
|
}
|
|
PreviewComponent->AttachChildren.Empty();
|
|
}
|
|
|
|
if(ViewportClient.IsValid())
|
|
{
|
|
ViewportClient->Viewport = NULL;
|
|
}
|
|
|
|
if (PersonaPtr.IsValid())
|
|
{
|
|
PersonaPtr.Pin()->SetSequenceBrowser(NULL);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnRequestOpenAsset(const FAssetData& AssetData, bool bFromHistory)
|
|
{
|
|
TSharedPtr<FPersona> Persona = PersonaPtr.Pin();
|
|
if (Persona.IsValid())
|
|
{
|
|
if (UObject* RawAsset = AssetData.GetAsset())
|
|
{
|
|
if (UAnimationAsset* Asset = Cast<UAnimationAsset>(RawAsset))
|
|
{
|
|
if(!bFromHistory)
|
|
{
|
|
AddAssetToHistory(AssetData);
|
|
}
|
|
Persona->OpenNewDocumentTab(Asset);
|
|
Persona->SetPreviewAnimationAsset(Asset);
|
|
}
|
|
else if(UVertexAnimation* VertexAnim = Cast<UVertexAnimation>(RawAsset))
|
|
{
|
|
if(!bFromHistory)
|
|
{
|
|
AddAssetToHistory(AssetData);
|
|
}
|
|
Persona->SetPreviewVertexAnim(VertexAnim);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TSharedPtr<SWidget> SAnimationSequenceBrowser::OnGetAssetContextMenu(const TArray<FAssetData>& SelectedAssets)
|
|
{
|
|
FMenuBuilder MenuBuilder(/*bInShouldCloseWindowAfterMenuSelection=*/ true, NULL);
|
|
|
|
bool bHasSelectedAnimSequence = false;
|
|
if ( SelectedAssets.Num() )
|
|
{
|
|
for(auto Iter = SelectedAssets.CreateConstIterator(); Iter; ++Iter)
|
|
{
|
|
UObject* Asset = Iter->GetAsset();
|
|
if(Cast<UAnimSequence>(Asset))
|
|
{
|
|
bHasSelectedAnimSequence = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(bHasSelectedAnimSequence)
|
|
{
|
|
MenuBuilder.BeginSection("AnimationSequenceOptions", NSLOCTEXT("Docking", "TabAnimationHeading", "Animation"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("RunCompressionOnAnimations", "Apply Compression"),
|
|
LOCTEXT("RunCompressionOnAnimations_ToolTip", "Apply a compression scheme from the options given to the selected animations"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnApplyCompression, SelectedAssets),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ExportAnimationsToFBX", "Export to FBX"),
|
|
LOCTEXT("ExportAnimationsToFBX_ToolTip", "Export Animation(s) To FBX"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnExportToFBX, SelectedAssets),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("AddLoopingInterpolation", "Add Looping Interpolation"),
|
|
LOCTEXT("AddLoopingInterpolation_ToolTip", "Add an extra frame at the end of the animation to create better looping"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnAddLoopingInterpolation, SelectedAssets),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ReimportAnimation", "Reimport Animation"),
|
|
LOCTEXT("ReimportAnimation_ToolTip", "Reimport current animaion."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnReimportAnimation, SelectedAssets),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("SetCurrentPreviewMesh", "Set Current Preview Mesh"),
|
|
LOCTEXT("SetCurrentPreviewMesh_ToolTip", "Set current preview mesh to be used when previewed by this asset. This only applies when you open Persona using this asset."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnSetCurrentPreviewMesh, SelectedAssets),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
MenuBuilder.BeginSection("AnimationSequenceOptions", NSLOCTEXT("Docking", "TabOptionsHeading", "Options") );
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("GoToInContentBrowser", "Go To Content Browser"),
|
|
LOCTEXT("GoToInContentBrowser_ToolTip", "Select the asset in the content browser"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::OnGoToInContentBrowser, SelectedAssets ),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("SaveSelectedAssets", "Save"),
|
|
LOCTEXT("SaveSelectedAssets_ToolTip", "Save the selected assets"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::SaveSelectedAssets, SelectedAssets),
|
|
FCanExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::CanSaveSelectedAssets, SelectedAssets)
|
|
)
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
|
|
MenuBuilder.BeginSection("AnimationSequenceAdvancedOptions", NSLOCTEXT("Docking", "TabAdvancedOptionsHeading", "Advanced") );
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ChangeSkeleton", "Create a copy for another Skeleton..."),
|
|
LOCTEXT("ChangeSkeleton_ToolTip", "Create a copy for different skeleton"),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::OnCreateCopy, SelectedAssets ),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
}
|
|
|
|
return MenuBuilder.MakeWidget();
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnGoToInContentBrowser(TArray<FAssetData> ObjectsToSync)
|
|
{
|
|
if ( ObjectsToSync.Num() > 0 )
|
|
{
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
ContentBrowserModule.Get().SyncBrowserToAssets( ObjectsToSync );
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::GetSelectedPackages(const TArray<FAssetData>& Assets, TArray<UPackage*>& OutPackages) const
|
|
{
|
|
for (int32 AssetIdx = 0; AssetIdx < Assets.Num(); ++AssetIdx)
|
|
{
|
|
UPackage* Package = FindPackage(NULL, *Assets[AssetIdx].PackageName.ToString());
|
|
|
|
if ( Package )
|
|
{
|
|
OutPackages.Add(Package);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::SaveSelectedAssets(TArray<FAssetData> ObjectsToSave) const
|
|
{
|
|
TArray<UPackage*> PackagesToSave;
|
|
GetSelectedPackages(ObjectsToSave, PackagesToSave);
|
|
|
|
const bool bCheckDirty = false;
|
|
const bool bPromptToSave = false;
|
|
const FEditorFileUtils::EPromptReturnCode Return = FEditorFileUtils::PromptForCheckoutAndSave(PackagesToSave, bCheckDirty, bPromptToSave);
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanSaveSelectedAssets(TArray<FAssetData> ObjectsToSave) const
|
|
{
|
|
TArray<UPackage*> Packages;
|
|
GetSelectedPackages(ObjectsToSave, Packages);
|
|
// Don't offer save option if none of the packages are loaded
|
|
return Packages.Num() > 0;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnApplyCompression(TArray<FAssetData> SelectedAssets)
|
|
{
|
|
if ( SelectedAssets.Num() > 0 )
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()) )
|
|
{
|
|
AnimSequences.Add( TWeakObjectPtr<UAnimSequence>(AnimSequence) );
|
|
}
|
|
}
|
|
|
|
PersonaPtr.Pin()->ApplyCompression(AnimSequences);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnExportToFBX(TArray<FAssetData> SelectedAssets)
|
|
{
|
|
if (SelectedAssets.Num() > 0)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
|
|
{
|
|
// we only shows anim sequence that belong to this skeleton
|
|
AnimSequences.Add(TWeakObjectPtr<UAnimSequence>(AnimSequence));
|
|
}
|
|
}
|
|
|
|
PersonaPtr.Pin()->ExportToFBX(AnimSequences);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnSetCurrentPreviewMesh(TArray<FAssetData> SelectedAssets)
|
|
{
|
|
if(SelectedAssets.Num() > 0)
|
|
{
|
|
USkeletalMesh * PreviewMesh = PersonaPtr.Pin()->GetMesh();
|
|
|
|
if (PreviewMesh)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
UAnimationAsset * AnimAsset = Cast<UAnimationAsset>(Iter->GetAsset());
|
|
if (AnimAsset)
|
|
{
|
|
AnimAsset->SetPreviewMesh(PreviewMesh);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnAddLoopingInterpolation(TArray<FAssetData> SelectedAssets)
|
|
{
|
|
if(SelectedAssets.Num() > 0)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
|
|
{
|
|
// we only shows anim sequence that belong to this skeleton
|
|
AnimSequences.Add(TWeakObjectPtr<UAnimSequence>(AnimSequence));
|
|
}
|
|
}
|
|
|
|
PersonaPtr.Pin()->AddLoopingInterpolation(AnimSequences);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnReimportAnimation(TArray<FAssetData> SelectedAssets)
|
|
{
|
|
if (SelectedAssets.Num() > 0)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
for (auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
if (UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
|
|
{
|
|
FReimportManager::Instance()->Reimport(AnimSequence, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::RetargetAnimationHandler(USkeleton* OldSkeleton, USkeleton* NewSkeleton, bool bRemapReferencedAssets, bool bConvertSpaces, TArray<TWeakObjectPtr<UObject>> InAnimAssets)
|
|
{
|
|
UObject* AssetToOpen = EditorAnimUtils::RetargetAnimations(OldSkeleton, NewSkeleton, InAnimAssets, bRemapReferencedAssets, true, bConvertSpaces);
|
|
|
|
if(UAnimationAsset* AnimAsset = Cast<UAnimationAsset>(AssetToOpen))
|
|
{
|
|
FAssetRegistryModule::AssetCreated(AssetToOpen);
|
|
// once all success, attempt to open new persona module with new skeleton
|
|
EToolkitMode::Type Mode = EToolkitMode::Standalone;
|
|
FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
|
|
PersonaModule.CreatePersona(Mode, TSharedPtr<IToolkitHost>(), NewSkeleton, NULL, AnimAsset, NULL);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnCreateCopy(TArray<FAssetData> Selected)
|
|
{
|
|
if ( Selected.Num() > 0 )
|
|
{
|
|
// ask which skeleton users would like to choose
|
|
USkeleton* OldSkeleton = PersonaPtr.Pin()->GetSkeleton();
|
|
USkeleton* NewSkeleton = NULL;
|
|
bool bDuplicateAssets = true;
|
|
|
|
const FText Message = LOCTEXT("RemapSkeleton_Warning", "This will duplicate the asset and convert to new skeleton.");
|
|
|
|
TArray<UObject *> AnimAssets;
|
|
for ( auto SelectedAsset : Selected )
|
|
{
|
|
UAnimationAsset* Asset = Cast<UAnimationAsset>(SelectedAsset.GetAsset());
|
|
if (Asset)
|
|
{
|
|
AnimAssets.Add(Asset);
|
|
}
|
|
}
|
|
|
|
if (AnimAssets.Num() > 0)
|
|
{
|
|
auto AnimAssetsToConvert = FObjectEditorUtils::GetTypedWeakObjectPtrs<UObject>(AnimAssets);
|
|
// ask user what they'd like to change to
|
|
SAnimationRemapSkeleton::ShowWindow(OldSkeleton, Message, FOnRetargetAnimation::CreateSP(this, &SAnimationSequenceBrowser::RetargetAnimationHandler, AnimAssetsToConvert));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanShowColumnForAssetRegistryTag(FName AssetType, FName TagName) const
|
|
{
|
|
return !AssetRegistryTagsToIgnore.Contains(TagName);
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::Construct(const FArguments& InArgs)
|
|
{
|
|
PersonaPtr = InArgs._Persona;
|
|
|
|
if (PersonaPtr.IsValid())
|
|
{
|
|
PersonaPtr.Pin()->SetSequenceBrowser(this);
|
|
}
|
|
|
|
CurrentAssetHistoryIndex = INDEX_NONE;
|
|
bTriedToCacheOrginalAsset = false;
|
|
|
|
bIsActiveTimerRegistered = false;
|
|
bToolTipVisualizedThisFrame = false;
|
|
bToolTipClosedThisFrame = false;
|
|
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
|
|
|
|
CreateAssetTooltipResources();
|
|
|
|
// Configure filter for asset picker
|
|
FAssetPickerConfig Config;
|
|
Config.Filter.bRecursiveClasses = true;
|
|
Config.Filter.ClassNames.Add(UAnimationAsset::StaticClass()->GetFName());
|
|
Config.Filter.ClassNames.Add(UVertexAnimation::StaticClass()->GetFName()); //@TODO: Is currently ignored due to the skeleton check
|
|
Config.InitialAssetViewType = EAssetViewType::Column;
|
|
Config.bAddFilterUI = true;
|
|
|
|
TSharedPtr<FPersona> Persona = PersonaPtr.Pin();
|
|
if (Persona.IsValid())
|
|
{
|
|
USkeleton* DesiredSkeleton = Persona->GetSkeleton();
|
|
if(DesiredSkeleton)
|
|
{
|
|
FString SkeletonString = FAssetData(DesiredSkeleton).GetExportTextName();
|
|
Config.Filter.TagsAndValues.Add(TEXT("Skeleton"), SkeletonString);
|
|
}
|
|
}
|
|
|
|
// Configure response to click and double-click
|
|
Config.OnAssetDoubleClicked = FOnAssetDoubleClicked::CreateSP(this, &SAnimationSequenceBrowser::OnRequestOpenAsset, false);
|
|
Config.OnGetAssetContextMenu = FOnGetAssetContextMenu::CreateSP(this, &SAnimationSequenceBrowser::OnGetAssetContextMenu);
|
|
Config.OnAssetTagWantsToBeDisplayed = FOnShouldDisplayAssetTag::CreateSP(this, &SAnimationSequenceBrowser::CanShowColumnForAssetRegistryTag);
|
|
Config.SyncToAssetsDelegates.Add(&SyncToAssetsDelegate);
|
|
Config.GetCurrentSelectionDelegates.Add(&GetCurrentSelectionDelegate);
|
|
Config.bFocusSearchBoxWhenOpened = false;
|
|
Config.DefaultFilterMenuExpansion = EAssetTypeCategories::Animation;
|
|
|
|
TSharedPtr<FFrontendFilterCategory> AnimCategory = MakeShareable( new FFrontendFilterCategory(LOCTEXT("ExtraAnimationFilters", "Anim Filters"), LOCTEXT("ExtraAnimationFiltersTooltip", "Filter assets by all filters in this category.")) );
|
|
Config.ExtraFrontendFilters.Add( MakeShareable(new FFrontendFilter_AdditiveAnimAssets(AnimCategory)) );
|
|
|
|
Config.OnGetCustomAssetToolTip = FOnGetCustomAssetToolTip::CreateSP(this, &SAnimationSequenceBrowser::CreateCustomAssetToolTip);
|
|
Config.OnVisualizeAssetToolTip = FOnVisualizeAssetToolTip::CreateSP(this, &SAnimationSequenceBrowser::OnVisualizeAssetToolTip);
|
|
Config.OnAssetToolTipClosing = FOnAssetToolTipClosing::CreateSP( this, &SAnimationSequenceBrowser::OnAssetToolTipClosing );
|
|
|
|
TSharedRef< SMenuAnchor > BackMenuAnchorPtr = SNew(SMenuAnchor)
|
|
.Placement(MenuPlacement_BelowAnchor)
|
|
.OnGetMenuContent(this, &SAnimationSequenceBrowser::CreateHistoryMenu, true)
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked(this, &SAnimationSequenceBrowser::OnGoBackInHistory)
|
|
.ButtonStyle(FEditorStyle::Get(), "GraphBreadcrumbButton")
|
|
.IsEnabled(this, &SAnimationSequenceBrowser::CanStepBackwardInHistory)
|
|
.ToolTipText(LOCTEXT("Backward_Tooltip", "Step backward in the asset history. Right click to see full history."))
|
|
[
|
|
SNew(SImage)
|
|
.Image(FEditorStyle::GetBrush("GraphBreadcrumb.BrowseBack"))
|
|
]
|
|
];
|
|
|
|
TSharedRef< SMenuAnchor > FwdMenuAnchorPtr = SNew(SMenuAnchor)
|
|
.Placement(MenuPlacement_BelowAnchor)
|
|
.OnGetMenuContent(this, &SAnimationSequenceBrowser::CreateHistoryMenu, false)
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked(this, &SAnimationSequenceBrowser::OnGoForwardInHistory)
|
|
.ButtonStyle(FEditorStyle::Get(), "GraphBreadcrumbButton")
|
|
.IsEnabled(this, &SAnimationSequenceBrowser::CanStepForwardInHistory)
|
|
.ToolTipText(LOCTEXT("Forward_Tooltip", "Step forward in the asset history. Right click to see full history."))
|
|
[
|
|
SNew(SImage)
|
|
.Image(FEditorStyle::GetBrush("GraphBreadcrumb.BrowseForward"))
|
|
]
|
|
];
|
|
|
|
this->ChildSlot
|
|
[
|
|
SNew(SVerticalBox)
|
|
+SVerticalBox::Slot()
|
|
.FillHeight(1.f)
|
|
[
|
|
ContentBrowserModule.Get().CreateAssetPicker(Config)
|
|
]
|
|
+SVerticalBox::Slot()
|
|
.AutoHeight()
|
|
[
|
|
SNew(SSeparator)
|
|
.Visibility(this, &SAnimationSequenceBrowser::GetNonBlueprintModeVisibility)
|
|
]
|
|
+SVerticalBox::Slot()
|
|
.HAlign(HAlign_Right)
|
|
.AutoHeight()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
.Visibility(this, &SAnimationSequenceBrowser::GetNonBlueprintModeVisibility)
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.OnMouseButtonDown(this, &SAnimationSequenceBrowser::OnMouseDownHisory, TWeakPtr<SMenuAnchor>(BackMenuAnchorPtr))
|
|
.BorderImage( FEditorStyle::GetBrush("NoBorder") )
|
|
[
|
|
BackMenuAnchorPtr
|
|
]
|
|
]
|
|
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.OnMouseButtonDown(this, &SAnimationSequenceBrowser::OnMouseDownHisory, TWeakPtr<SMenuAnchor>(FwdMenuAnchorPtr))
|
|
.BorderImage( FEditorStyle::GetBrush("NoBorder") )
|
|
[
|
|
FwdMenuAnchorPtr
|
|
]
|
|
]
|
|
]
|
|
];
|
|
|
|
// Create the ignore set for asset registry tags
|
|
// Making Skeleton to be private, and now GET_MEMBER_NAME_CHECKED doesn't work
|
|
AssetRegistryTagsToIgnore.Add(TEXT("Skeleton"));
|
|
AssetRegistryTagsToIgnore.Add(GET_MEMBER_NAME_CHECKED(UAnimSequenceBase, SequenceLength));
|
|
AssetRegistryTagsToIgnore.Add(GET_MEMBER_NAME_CHECKED(UAnimSequenceBase, RateScale));
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::AddAssetToHistory(const FAssetData& AssetData)
|
|
{
|
|
CacheOriginalAnimAssetHistory();
|
|
|
|
if (CurrentAssetHistoryIndex == AssetHistory.Num() - 1)
|
|
{
|
|
// History added to the end
|
|
if (AssetHistory.Num() == MaxAssetsHistory)
|
|
{
|
|
// If max history entries has been reached
|
|
// remove the oldest history
|
|
AssetHistory.RemoveAt(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Clear out any history that is in front of the current location in the history list
|
|
AssetHistory.RemoveAt(CurrentAssetHistoryIndex + 1, AssetHistory.Num() - (CurrentAssetHistoryIndex + 1), true);
|
|
}
|
|
|
|
AssetHistory.Add(AssetData);
|
|
CurrentAssetHistoryIndex = AssetHistory.Num() - 1;
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnMouseDownHisory( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent, TWeakPtr< SMenuAnchor > InMenuAnchor )
|
|
{
|
|
if(MouseEvent.GetEffectingButton() == EKeys::RightMouseButton)
|
|
{
|
|
InMenuAnchor.Pin()->SetIsOpen(true);
|
|
return FReply::Handled();
|
|
}
|
|
|
|
return FReply::Unhandled();
|
|
}
|
|
|
|
TSharedRef<SWidget> SAnimationSequenceBrowser::CreateHistoryMenu(bool bInBackHistory) const
|
|
{
|
|
FMenuBuilder MenuBuilder(true, NULL);
|
|
if(bInBackHistory)
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex - 1;
|
|
while( HistoryIdx >= 0 )
|
|
{
|
|
const FAssetData& AssetData = AssetHistory[ HistoryIdx ];
|
|
|
|
if(AssetData.IsValid())
|
|
{
|
|
const FText DisplayName = FText::FromName(AssetData.AssetName);
|
|
const FText Tooltip = FText::FromString( AssetData.ObjectPath.ToString() );
|
|
|
|
MenuBuilder.AddMenuEntry(DisplayName, Tooltip, FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &SAnimationSequenceBrowser::GoToHistoryIndex, HistoryIdx)
|
|
),
|
|
NAME_None, EUserInterfaceActionType::Button);
|
|
}
|
|
|
|
--HistoryIdx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex + 1;
|
|
while( HistoryIdx < AssetHistory.Num() )
|
|
{
|
|
const FAssetData& AssetData = AssetHistory[ HistoryIdx ];
|
|
|
|
if(AssetData.IsValid())
|
|
{
|
|
const FText DisplayName = FText::FromName(AssetData.AssetName);
|
|
const FText Tooltip = FText::FromString( AssetData.ObjectPath.ToString() );
|
|
|
|
MenuBuilder.AddMenuEntry(DisplayName, Tooltip, FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &SAnimationSequenceBrowser::GoToHistoryIndex, HistoryIdx)
|
|
),
|
|
NAME_None, EUserInterfaceActionType::Button);
|
|
}
|
|
|
|
++HistoryIdx;
|
|
}
|
|
}
|
|
|
|
return MenuBuilder.MakeWidget();
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanStepBackwardInHistory() const
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex - 1;
|
|
while( HistoryIdx >= 0 )
|
|
{
|
|
if(AssetHistory[HistoryIdx].IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
--HistoryIdx;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanStepForwardInHistory() const
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex + 1;
|
|
while( HistoryIdx < AssetHistory.Num() )
|
|
{
|
|
if(AssetHistory[HistoryIdx].IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
++HistoryIdx;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnGoForwardInHistory()
|
|
{
|
|
while( CurrentAssetHistoryIndex < AssetHistory.Num() - 1)
|
|
{
|
|
++CurrentAssetHistoryIndex;
|
|
|
|
if( AssetHistory[CurrentAssetHistoryIndex].IsValid() )
|
|
{
|
|
GoToHistoryIndex(CurrentAssetHistoryIndex);
|
|
break;
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnGoBackInHistory()
|
|
{
|
|
while( CurrentAssetHistoryIndex > 0 )
|
|
{
|
|
--CurrentAssetHistoryIndex;
|
|
|
|
if( AssetHistory[CurrentAssetHistoryIndex].IsValid() )
|
|
{
|
|
GoToHistoryIndex(CurrentAssetHistoryIndex);
|
|
break;
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::GoToHistoryIndex(int32 InHistoryIdx)
|
|
{
|
|
if(AssetHistory[InHistoryIdx].IsValid())
|
|
{
|
|
CurrentAssetHistoryIndex = InHistoryIdx;
|
|
OnRequestOpenAsset(AssetHistory[InHistoryIdx], /**bFromHistory=*/true);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CacheOriginalAnimAssetHistory()
|
|
{
|
|
/** If we have nothing in the AssetHistory see if we can store
|
|
anything for where we currently are as we can't do this on construction */
|
|
if (!bTriedToCacheOrginalAsset)
|
|
{
|
|
bTriedToCacheOrginalAsset = true;
|
|
|
|
if(AssetHistory.Num() == 0 && PersonaPtr.IsValid())
|
|
{
|
|
USkeleton* DesiredSkeleton = PersonaPtr.Pin()->GetSkeleton();
|
|
|
|
if(UObject* PreviewAsset = PersonaPtr.Pin()->GetPreviewAnimationAsset())
|
|
{
|
|
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
|
|
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(FName(*PreviewAsset->GetPathName()));
|
|
AssetHistory.Add(AssetData);
|
|
CurrentAssetHistoryIndex = AssetHistory.Num() - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::SelectAsset(UAnimationAsset * AnimAsset)
|
|
{
|
|
FAssetData AssetData(AnimAsset);
|
|
|
|
if (AssetData.IsValid())
|
|
{
|
|
TArray<FAssetData> CurrentSelection = GetCurrentSelectionDelegate.Execute();
|
|
|
|
if ( !CurrentSelection.Contains(AssetData) )
|
|
{
|
|
TArray<FAssetData> AssetsToSelect;
|
|
AssetsToSelect.Add(AssetData);
|
|
|
|
SyncToAssetsDelegate.Execute(AssetsToSelect);
|
|
}
|
|
}
|
|
}
|
|
|
|
TSharedRef<SToolTip> SAnimationSequenceBrowser::CreateCustomAssetToolTip(FAssetData& AssetData)
|
|
{
|
|
// Make a list of tags to show
|
|
TArray<UObject::FAssetRegistryTag> Tags;
|
|
UClass* AssetClass = FindObject<UClass>(ANY_PACKAGE, *AssetData.AssetClass.ToString());
|
|
check(AssetClass);
|
|
AssetClass->GetDefaultObject()->GetAssetRegistryTags(Tags);
|
|
|
|
TArray<FName> TagsToShow;
|
|
for(UObject::FAssetRegistryTag& TagEntry : Tags)
|
|
{
|
|
if(TagEntry.Name != FName(TEXT("Skeleton")) && TagEntry.Type != UObject::FAssetRegistryTag::TT_Hidden)
|
|
{
|
|
TagsToShow.Add(TagEntry.Name);
|
|
}
|
|
}
|
|
|
|
// Add asset registry tags to a text list; except skeleton as that is implied in Persona
|
|
TSharedRef<SVerticalBox> DescriptionBox = SNew(SVerticalBox);
|
|
bool bDescriptionCreated = false;
|
|
for(TPair<FName, FString> TagPair : AssetData.TagsAndValues)
|
|
{
|
|
if(TagsToShow.Contains(TagPair.Key))
|
|
{
|
|
if(!bDescriptionCreated)
|
|
{
|
|
bDescriptionCreated = true;
|
|
}
|
|
|
|
DescriptionBox->AddSlot()
|
|
.AutoHeight()
|
|
.Padding(0,0,5,0)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::Format(LOCTEXT("AssetTagKey", "{0} :"), FText::FromName(TagPair.Key)))
|
|
.ColorAndOpacity(FSlateColor::UseSubduedForeground())
|
|
]
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::FromString(TagPair.Value))
|
|
.ColorAndOpacity(FSlateColor::UseForeground())
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
TSharedPtr<SHorizontalBox> ContentBox = nullptr;
|
|
TSharedRef<SToolTip> ToolTip = SNew(SToolTip)
|
|
.TextMargin(1)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ToolTipBorder"))
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.NonContentBorder"))
|
|
[
|
|
SNew(SVerticalBox)
|
|
+SVerticalBox::Slot()
|
|
.AutoHeight()
|
|
.Padding(0,0,0,4)
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::FromName(AssetData.AssetName))
|
|
.Font(FEditorStyle::GetFontStyle("ContentBrowser.TileViewTooltip.NameFont"))
|
|
]
|
|
]
|
|
]
|
|
|
|
+ SVerticalBox::Slot()
|
|
[
|
|
SAssignNew(ContentBox, SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
SNew(SOverlay)
|
|
+SOverlay::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("NoPreviewMesh", "No Preview Mesh"))
|
|
]
|
|
|
|
+ SOverlay::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
ViewportWidget.ToSharedRef()
|
|
]
|
|
]
|
|
]
|
|
]
|
|
]
|
|
];
|
|
|
|
// If we have a description, add an extra section to the tooltip for it.
|
|
if(bDescriptionCreated)
|
|
{
|
|
ContentBox->AddSlot()
|
|
.Padding(4, 0, 0, 0)
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
DescriptionBox
|
|
]
|
|
];
|
|
}
|
|
|
|
return ToolTip;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CreateAssetTooltipResources()
|
|
{
|
|
SAssignNew(ViewportWidget, SViewport)
|
|
.EnableGammaCorrection(false)
|
|
.ViewportSize(FVector2D(128, 128));
|
|
|
|
ViewportClient = MakeShareable(new FAnimationAssetViewportClient(PreviewScene));
|
|
SceneViewport = MakeShareable(new FSceneViewport(ViewportClient.Get(), ViewportWidget));
|
|
PreviewComponent = NewObject<UDebugSkelMeshComponent>();
|
|
|
|
// Client options
|
|
ViewportClient->ViewportType = LVT_Perspective;
|
|
ViewportClient->bSetListenerPosition = false;
|
|
// Default view until we need to show the viewport
|
|
ViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
|
|
ViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
|
|
|
|
ViewportClient->Viewport = SceneViewport.Get();
|
|
ViewportClient->SetRealtime(true);
|
|
ViewportClient->SetViewMode(VMI_Lit);
|
|
ViewportClient->ToggleOrbitCamera(true);
|
|
ViewportClient->VisibilityDelegate.BindSP(this, &SAnimationSequenceBrowser::IsToolTipPreviewVisible);
|
|
|
|
// Add the scene viewport
|
|
ViewportWidget->SetViewportInterface(SceneViewport.ToSharedRef());
|
|
|
|
// Setup the preview component to ensure an animation will update when requested
|
|
PreviewComponent->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
|
|
PreviewScene.AddComponent(PreviewComponent, FTransform::Identity);
|
|
|
|
const UDestructableMeshEditorSettings* Options = GetDefault<UDestructableMeshEditorSettings>();
|
|
|
|
PreviewScene.SetLightDirection(Options->AnimPreviewLightingDirection);
|
|
PreviewScene.GetScene()->UpdateDynamicSkyLight(Options->AnimPreviewSkyBrightness * FLinearColor(Options->AnimPreviewSkyColor), Options->AnimPreviewSkyBrightness * FLinearColor(Options->AnimPreviewFloorColor));
|
|
PreviewScene.SetLightColor(Options->AnimPreviewDirectionalColor);
|
|
PreviewScene.SetLightBrightness(Options->AnimPreviewLightBrightness);
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::OnVisualizeAssetToolTip(const TSharedPtr<SWidget>& TooltipContent, FAssetData& AssetData)
|
|
{
|
|
// Resolve the asset
|
|
USkeletalMesh* MeshToUse = nullptr;
|
|
UClass* AssetClass = FindObject<UClass>(ANY_PACKAGE, *AssetData.AssetClass.ToString());
|
|
if(AssetClass->IsChildOf(UAnimationAsset::StaticClass()) && AssetData.GetAsset())
|
|
{
|
|
// Set up the viewport to show the asset. Catching the visualize allows us to use
|
|
// one viewport between all of the assets in the sequence browser.
|
|
UAnimationAsset* Asset = StaticCast<UAnimationAsset*>(AssetData.GetAsset());
|
|
USkeleton* Skeleton = Asset->GetSkeleton();
|
|
|
|
MeshToUse = Skeleton->GetAssetPreviewMesh(Asset);
|
|
|
|
if(MeshToUse)
|
|
{
|
|
if(PreviewComponent->SkeletalMesh != MeshToUse)
|
|
{
|
|
PreviewComponent->SetSkeletalMesh(MeshToUse);
|
|
}
|
|
|
|
PreviewComponent->EnablePreview(true, Asset, nullptr);
|
|
PreviewComponent->PreviewInstance->PlayAnim(true);
|
|
|
|
float HalfFov = FMath::DegreesToRadians(ViewportClient->ViewFOV) / 2.0f;
|
|
float TargetDist = MeshToUse->Bounds.SphereRadius / FMath::Tan(HalfFov);
|
|
|
|
ViewportClient->SetViewRotation(FRotator(0.0f, -45.0f, 0.0f));
|
|
ViewportClient->SetViewLocationForOrbiting(FVector(0.0f, 0.0f, MeshToUse->Bounds.BoxExtent.Z / 2.0f), TargetDist);
|
|
|
|
ViewportWidget->SetVisibility(EVisibility::Visible);
|
|
|
|
// Update the preview as long as the tooltip is visible
|
|
if ( !bIsActiveTimerRegistered )
|
|
{
|
|
bIsActiveTimerRegistered = true;
|
|
RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SAnimationSequenceBrowser::UpdateTootipPreview));
|
|
}
|
|
bToolTipVisualizedThisFrame = true;
|
|
}
|
|
else
|
|
{
|
|
ViewportWidget->SetVisibility(EVisibility::Hidden);
|
|
}
|
|
}
|
|
|
|
// We return false here as we aren't visualizing the tooltip - just detecting when it is about to be shown.
|
|
// We still want slate to draw it.
|
|
return false;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnAssetToolTipClosing()
|
|
{
|
|
// Make sure that the tooltip isn't about to preview another animation
|
|
if (!bToolTipVisualizedThisFrame)
|
|
{
|
|
ViewportWidget->SetVisibility(EVisibility::Hidden);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CleanupPreviewSceneComponent(USceneComponent* Component)
|
|
{
|
|
if(Component)
|
|
{
|
|
for(int32 ComponentIdx = Component->AttachChildren.Num() - 1 ; ComponentIdx >= 0 ; --ComponentIdx)
|
|
{
|
|
USceneComponent* ChildComponent = Component->AttachChildren[ComponentIdx];
|
|
CleanupPreviewSceneComponent(ChildComponent);
|
|
}
|
|
Component->AttachChildren.Empty();
|
|
Component->DestroyComponent();
|
|
}
|
|
}
|
|
|
|
EActiveTimerReturnType SAnimationSequenceBrowser::UpdateTootipPreview( double InCurrentTime, float InDeltaTime )
|
|
{
|
|
bToolTipVisualizedThisFrame = false;
|
|
if ( PreviewComponent && IsToolTipPreviewVisible() )
|
|
{
|
|
// Tick the world to update preview viewport for tooltips
|
|
PreviewComponent->GetScene()->GetWorld()->Tick( LEVELTICK_All, InDeltaTime );
|
|
}
|
|
else
|
|
{
|
|
bIsActiveTimerRegistered = false;
|
|
return EActiveTimerReturnType::Stop;
|
|
}
|
|
|
|
return EActiveTimerReturnType::Continue;
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::IsToolTipPreviewVisible()
|
|
{
|
|
bool bVisible = false;
|
|
// during persona recording, disable this
|
|
if( PersonaPtr.IsValid() && PersonaPtr.Pin()->Recorder.InRecording() == false
|
|
&& ViewportWidget.IsValid())
|
|
{
|
|
bVisible = ViewportWidget->GetVisibility() == EVisibility::Visible;
|
|
}
|
|
return bVisible;
|
|
}
|
|
|
|
EVisibility SAnimationSequenceBrowser::GetNonBlueprintModeVisibility() const
|
|
{
|
|
if (PersonaPtr.IsValid())
|
|
{
|
|
if (PersonaPtr.Pin()->GetCurrentMode() == FPersonaModes::AnimBlueprintEditMode)
|
|
{
|
|
return EVisibility::Collapsed;
|
|
}
|
|
}
|
|
|
|
return EVisibility::Visible;
|
|
}
|
|
|
|
|
|
|
|
FAnimationAssetViewportClient::FAnimationAssetViewportClient(FPreviewScene& InPreviewScene)
|
|
: FEditorViewportClient(nullptr, &InPreviewScene)
|
|
{
|
|
SetViewMode(VMI_Lit);
|
|
|
|
// Always composite editor objects after post processing in the editor
|
|
EngineShowFlags.CompositeEditorPrimitives = true;
|
|
EngineShowFlags.DisableAdvancedFeatures();
|
|
|
|
// Setup defaults for the common draw helper.
|
|
DrawHelper.bDrawPivot = false;
|
|
DrawHelper.bDrawWorldBox = false;
|
|
DrawHelper.bDrawKillZ = false;
|
|
DrawHelper.bDrawGrid = true;
|
|
DrawHelper.GridColorAxis = FColor(70, 70, 70);
|
|
DrawHelper.GridColorMajor = FColor(40, 40, 40);
|
|
DrawHelper.GridColorMinor = FColor(20, 20, 20);
|
|
DrawHelper.PerspectiveGridSize = HALF_WORLD_MAX1;
|
|
bDrawAxes = false;
|
|
}
|
|
|
|
FSceneInterface* FAnimationAssetViewportClient::GetScene() const
|
|
{
|
|
return PreviewScene->GetScene();
|
|
}
|
|
|
|
FLinearColor FAnimationAssetViewportClient::GetBackgroundColor() const
|
|
{
|
|
return FLinearColor(0.8f, 0.85f, 0.85f);
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|