Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/AnimViewportMenuCommands.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

28 lines
2.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimViewportMenuCommands.h"
#define LOCTEXT_NAMESPACE "AnimViewportMenuCommands"
void FAnimViewportMenuCommands::RegisterCommands()
{
UI_COMMAND( PreviewSceneSettings, "Preview Scene Settings...", "The Advanced Preview Settings tab will let you alter the preview scene's settings.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( CameraFollowNone, "Free Camera", "Camera is free to move", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( CameraFollowBounds, "Follow Bounds", "Camera follows the bounbds of the mesh", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( CameraFollowBone, "Follow Bone", "Camera follows a specified bone", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( SetCPUSkinning, "CPU Skinning", "Toggles display of CPU skinning in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND( SetShowNormals, "Normals", "Toggles display of vertex normals in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowTangents, "Tangents", "Toggles display of vertex tangents in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( SetShowBinormals, "Binormals", "Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( AnimSetDrawUVs, "UV", "Toggles display of the mesh's UVs for the specified channel.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND(SaveCameraAsDefault, "Save Camera As Default", "Save the current camera as default for this mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ClearDefaultCamera, "Clear Default Camera", "Clear default camera for this mesh.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(JumpToDefaultCamera, "Jump To Default Camera", "Jump to the default camera (if set).", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::F));
}
#undef LOCTEXT_NAMESPACE