Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/PersonaPreviewSceneAnimationController.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

62 lines
2.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "PersonaPreviewSceneAnimationController.h"
#include "AnimationEditorPreviewScene.h"
#include "PersonaPreviewSceneDescription.h"
#include "IPersonaToolkit.h"
#include "IEditableSkeleton.h"
#include "DetailWidgetRow.h"
#include "PropertyCustomizationHelpers.h"
void UPersonaPreviewSceneAnimationController::InitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const
{
PreviewScene->SetPreviewAnimationAsset(Animation.LoadSynchronous());
}
void UPersonaPreviewSceneAnimationController::UninitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const
{
}
IDetailPropertyRow* UPersonaPreviewSceneAnimationController::AddPreviewControllerPropertyToDetails(const TSharedRef<IPersonaToolkit>& PersonaToolkit, IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& Category, const UProperty* Property, const EPropertyLocation::Type PropertyLocation)
{
TArray<UObject*> ListOfPreviewController{ this };
const USkeleton* Skeleton = PersonaToolkit->GetPreviewMeshComponent()->SkeletalMesh ? PersonaToolkit->GetPreviewMeshComponent()->SkeletalMesh->Skeleton : nullptr;
if (Skeleton)
{
FString SkeletonName = FAssetData(Skeleton).GetExportTextName();
IDetailPropertyRow* NewRow = Category.AddExternalObjectProperty(ListOfPreviewController, Property->GetFName(), PropertyLocation);
NewRow->CustomWidget()
.NameContent()
[
NewRow->GetPropertyHandle()->CreatePropertyNameWidget()
]
.ValueContent()
.MaxDesiredWidth(250.0f)
.MinDesiredWidth(250.0f)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(UAnimationAsset::StaticClass())
.PropertyHandle(NewRow->GetPropertyHandle())
.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UPersonaPreviewSceneAnimationController::HandleShouldFilterAsset, SkeletonName))
.ThumbnailPool(DetailBuilder.GetThumbnailPool())
];
return NewRow;
}
return nullptr;
}
bool UPersonaPreviewSceneAnimationController::HandleShouldFilterAsset(const FAssetData& InAssetData, const FString SkeletonName) const
{
FString SkeletonTag = InAssetData.GetTagValueRef<FString>("Skeleton");
if (SkeletonTag == SkeletonName)
{
return false;
}
return true;
}