Files
UnrealEngineUWP/Engine/Source/Editor/AnimationEditor/Private/AnimationEditorCommands.h
Jurre deBaare 62f0aa213f Momentum: Removing SourceAnimationData and doing animation layering bake during compression
#jira UEA-675
#rb Martin.Wilson

[CL 14298238 by Jurre deBaare in ue5-main branch]
2020-09-11 09:30:09 -04:00

37 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/Commands.h"
#include "EditorStyleSet.h"
class FAnimationEditorCommands : public TCommands<FAnimationEditorCommands>
{
public:
FAnimationEditorCommands()
: TCommands<FAnimationEditorCommands>(TEXT("AnimationEditor"), NSLOCTEXT("Contexts", "AnimationEditor", "Animation Editor"), NAME_None, FEditorStyle::GetStyleSetName())
{
}
virtual void RegisterCommands() override;
public:
// import animation
TSharedPtr<FUICommandInfo> ImportAnimation;
// reimport animation
TSharedPtr<FUICommandInfo> ReimportAnimation;
// apply compression
TSharedPtr<FUICommandInfo> ApplyCompression;
// export to FBX
TSharedPtr<FUICommandInfo> ExportToFBX_AnimData;
// export to FBX
TSharedPtr<FUICommandInfo> ExportToFBX_PreviewMesh;
// Add looping interpolation
TSharedPtr<FUICommandInfo> AddLoopingInterpolation;
// set key for bone track
TSharedPtr<FUICommandInfo> SetKey;
// Remove bone tracks
TSharedPtr<FUICommandInfo> RemoveBoneTracks;
};