description: Create a tab factory for editing slot names and groups

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateSkeletonSlotNamesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, FOnObjectSelected InOnObjectSelected ) const


description: Deprecated* Please use the overload that does not take a post-undo delegate

module: Persona

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateSkeletonSlotNamesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, FSimpleMulticastDelegate & InOnPostUndo, FOnObjectSelected InOnObjectSelected ) const


description: Customize the details of a slot node for the specified details view

code: virtual void CustomizeBlueprintEditorDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, FOnInvokeTab InOnInvokeTab )


description: Customize a skeletal mesh details panel

code: virtual void CustomizeMeshDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & InPersonaToolkit )


description: Deprecated* Function renamed, please use CustomizeBlueprintEditorDetails

code: virtual void CustomizeSlotNodeDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView, FOnInvokeTab InOnInvokeTab )


className: EPoseSourceOption

description: Options for asset creation

code: enum EPoseSourceOption { ReferencePose, CurrentPose, CurrentAnimation_AnimData, CurrentAnimation_PreviewMesh, Max, }


description: Export to FBX files of the list of animations

code: virtual bool ExportToFBX ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) >> & AnimSequences, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


className: FCommonToolMenuExtensionArgs

description: Settings for AddCommonToolbarExtensions

code: struct FCommonToolMenuExtensionArgs

bCreateAsset

type: bool

description: Adds a combo menu to allow other anim assets to be created

bPreviewAnimation

description: Adds a shortcut to setup a preview animation to override the current display

bPreviewMesh

description: Adds a shortcut to setup a preview mesh to override the current display

bReferencePose

description: Adds a shortcut to set the character back to reference pose (also clears all bone modifications)


description: Gets the extensibility managers for outside entities to extend persona editor's menus and toolbars


description: Import a new asset using the supplied skeleton

code: virtual void ImportNewAsset ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, EFBXImportType DefaultImportType )


description: Delegate used to get the currently recording animation

code: virtual FGetCurrentRecording & OnGetCurrentRecording()


description: Delegate used to get the currently recording animation time

code: virtual FGetCurrentRecordingTime & OnGetCurrentRecordingTime()


description: Delegate used to query whether recording is active

code: virtual FIsRecordingActive & OnIsRecordingActive()


description: Delegate broadcast when a preview scene is created

code: virtual FOnPreviewSceneCreated & OnPreviewSceneCreated()


description: Delegate used to start recording animation

code: virtual FRecord & OnRecord()


description: Register common layout extensions

code: virtual FOnRegisterLayoutExtensions & OnRegisterLayoutExtensions()


description: Register common tabs

code: virtual FOnRegisterTabs & OnRegisterTabs()


description: Delegate used to stop recording animation

code: virtual FStopRecording & OnStopRecording()


description: Record that an asset was opened (forward to relevant asset families)

code: virtual void RecordAssetOpened ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Called before the module is unloaded, right before the module object is destroyed.

code: virtual void ShutdownModule()


description: Register 4 Persona viewport tab factories

code: virtual void RegisterPersonaViewportTabFactories ( [FWorkflowAllowedTabSet](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowAllowedTabSet) & TabSet, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [FPersonaViewportArgs](API\Editor\Persona\FPersonaViewportArgs) & InArgs ) const


description: Called right after the module's DLL has been loaded and the module object has been created

code: virtual void StartupModule()


description: Check all animations & skeletal meshes for curve metadata usage

code: virtual void TestSkeletonCurveMetaDataForUse ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton ) const


description: Deprecated* Please use TestSkeletonCurveMetaDataForUse

code: virtual void TestSkeletonCurveNamesForUse ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton ) const


className: FPersonaModule

description: Persona module manages the lifetime of all instances of Persona editors.

code: class FPersonaModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility)


className: AdvancedPreviewSceneSettingsID

description: Advanced Preview Scene.

code: static const [FName](API\Runtime\Core\UObject\FName) AdvancedPreviewSceneSettingsID;


className: AnimAssetPropertiesID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimAssetPropertiesID;


className: AnimBlueprintDebugHistoryID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintDebugHistoryID;


className: AnimBlueprintParentPlayerEditorID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintParentPlayerEditorID;


className: AnimBlueprintPreviewEditorID

description: Skeleton/Sockets Anim Blueprint Params Explorer Class Defaults

code: static const [FName](API\Runtime\Core\UObject\FName) AnimBlueprintPreviewEditorID;


className: AnimCurveMetadataEditorID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimCurveMetadataEditorID;


className: AnimCurveViewID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimCurveViewID;


className: AssetBrowserID

code: static const [FName](API\Runtime\Core\UObject\FName) AssetBrowserID;


className: AnimMontageSectionsID

code: static const [FName](API\Runtime\Core\UObject\FName) AnimMontageSectionsID;


className: BlendProfileManagerID

code: static const [FName](API\Runtime\Core\UObject\FName) BlendProfileManagerID;


className: CurveNameManagerID

code: static const [FName](API\Runtime\Core\UObject\FName) CurveNameManagerID;


className: DetailsID

code: static const [FName](API\Runtime\Core\UObject\FName) DetailsID;


className: FindReplaceID

code: static const [FName](API\Runtime\Core\UObject\FName) FindReplaceID;


className: MeshAssetPropertiesID

code: static const [FName](API\Runtime\Core\UObject\FName) MeshAssetPropertiesID;


className: MirrorSetupID

code: static const [FName](API\Runtime\Core\UObject\FName) MirrorSetupID;


className: MorphTargetsID

description: Selection Details.

code: static const [FName](API\Runtime\Core\UObject\FName) MorphTargetsID;


className: PoseWatchManagerID

code: static const [FName](API\Runtime\Core\UObject\FName) PoseWatchManagerID;


className: PreviewManagerID

code: static const [FName](API\Runtime\Core\UObject\FName) PreviewManagerID;


code: static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport1ID;


code: static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport2ID;


code: static const [FName](API\Runtime\Core\UObject\FName) PreviewViewport3ID;


className: PreviewViewportID

description: Toolbar.

code: static const [FName](API\Runtime\Core\UObject\FName) PreviewViewportID;


className: RetargetManagerID

description: Skeleton Pose manager.

code: static const [FName](API\Runtime\Core\UObject\FName) RetargetManagerID;


className: RigManagerID

code: static const [FName](API\Runtime\Core\UObject\FName) RigManagerID;


className: ScrubberID

description: Anim Document.

code: static const [FName](API\Runtime\Core\UObject\FName) ScrubberID;


className: SkeletonAnimNotifiesID

code: static const [FName](API\Runtime\Core\UObject\FName) SkeletonAnimNotifiesID;


className: SkeletonSlotGroupNamesID

code: static const [FName](API\Runtime\Core\UObject\FName) SkeletonSlotGroupNamesID;


className: SkeletonSlotNamesID

code: static const [FName](API\Runtime\Core\UObject\FName) SkeletonSlotNamesID;


className: SkeletonTreeViewID

code: static const [FName](API\Runtime\Core\UObject\FName) SkeletonTreeViewID;


className: FPersonaTabs

description: No constructors are accessible with public or protected access.

code: struct FPersonaTabs


className: FPersonaToolkitArgs

description: Initialization parameters for persona toolkits

code: struct FPersonaToolkitArgs

bCreatePreviewScene

description: Whether to create a preview scene

bPreviewMeshCanUseDifferentSkeleton

description: Set to true if the preview mesh can be associated with a skeleton different from the one being inspected by Persona.

OnPreviewSceneCreated

type: FOnPreviewScene...

description: Delegate called when the preview scene is created, used to setup the scene If this is not set, then a default scene will be set up.

OnPreviewSceneSettingsCustomized

description: Delegate called when the preview scene settings are being customized, supplies theIDetailLayoutBuilderfor the user to customize the layout however they wish.


code: FPersonaViewportArgs ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene )


className: FPersonaViewportArgs

description: Arguments used to create a persona viewport tab

code: struct FPersonaViewportArgs

bAlwaysShowTransformToolbar

description: Whether we should always show the transform toolbar for this viewport

BlueprintEditor

type: TSharedPtr< cla...

description: Optional blueprint editor that we can be embedded in

bShowFloorOptions

description: Whether to show options relating to floor height

bShowLODMenu

description: Whether to show the 'LOD' menu

bShowPhysicsMenu

description: Whether to show options relating to physics

bShowPlaySpeedMenu

description: Whether to show the 'Play Speed' menu

bShowShowMenu

description: Whether to show the 'Show' menu

bShowStats

description: Whether to show in-viewport stats

bShowTimeline

description: Whether to show the animation timeline

bShowTurnTable

description: Whether to show options relating to turntable

ContextName

type: FName

description: The context in which we are constructed. Used to persist various settings.

Extenders

type: TArray<TShared...

description: Menu extenders

OnGetViewportText

type: FOnGetViewportT...

description: Delegate used to customize viewport corner text

OnViewportCreated

type: FOnViewportCrea...

description: Delegate fired when the viewport is created

PreviewScene

type: TSharedRef< cla...

description: Required args


code: FPersonaViewportNotificationOptions()


description: In general on GetVisibility should always be provided

code: FPersonaViewportNotificationOptions ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > InOnGetVisibility )


className: FPersonaViewportNotificationOptions

OnGetBrushOverride

type: TAttribute< con...

OnGetVisibility

type: TAttribute<EVi...


code: virtual bool AreAnyBodiesHidden ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: virtual bool AreAnyConstraintsHidden ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: virtual void DebugDraw ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual void DebugDrawBodies ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FColor](API\Runtime\Core\Math\FColor) & PrimitiveColorOverride )


code: virtual void DebugDrawConstraints ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Returns a set of flags describing which components of the selected constraint's transforms are being manipulated in the viewport.

code: virtual EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


description: Returns true if the constraint transform component specified by the flags should be displayed as an offset from the default (snapped) transforms.

code: virtual bool IsDisplayingConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags )


description: Change how the constraint transform component specified by the flags should be displayed, in the frame of their associated physics body or as an offset from the default (snapped) transforms.

code: virtual void SetDisplayConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )


code: virtual void ToggleShowAllBodies ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: virtual void ToggleShowAllConstraints ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


className: FPhysicsAssetRenderInterface

code: class FPhysicsAssetRenderInterface : public [IPhysicsAssetRenderInterface](API\Editor\Persona\IPhysicsAssetRenderInterface)


code: bool AreAnyConstraintsHidden() const


description: Returns a set of flags describing which components of the selected constraint's transforms are being manipulated in the view port.


code: void HideAll ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void HideAllBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void HideAllConstraints ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void HideBody ( const int32 BodyIndex )


code: void HideConstraint ( const int32 ConstraintIndex )


code: void InitPhysicsAssetRenderSettings ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBoneUnselectedMaterial, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBoneNoCollisionMaterial )


description: Accessors/helper methods

code: bool IsBodyHidden ( const int32 BodyIndex ) const


code: bool IsConstraintHidden ( const int32 ConstraintIndex ) const


code: void ResetEditorViewportOptions()


description: Returns true if all the constraint transform components specified by the flags should be displayed as an offset from the default (snapped) transforms.

code: bool IsDisplayingConstraintTransformComponentRelativeToDefault ( const EConstraintTransformComponentFlags ComponentFlags ) const


description: Set how the constraint transform components specified by the flags should be displayed, in the frame of their associated physics body (false) or as an offset from the default (snapped) transforms (true).

code: void SetDisplayConstraintTransformComponentRelativeToDefault ( const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )


code: void SetHiddenBodies ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InHiddenBodies )


code: void SetHiddenConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InHiddenConstraints )


code: void ShowBody ( const int32 BodyIndex )


code: void ShowConstraint ( const int32 ConstraintIndex )


code: void ToggleShowAllBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void ToggleShowAllConstraints ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void ToggleShowBody ( const int32 BodyIndex )


code: void ToggleShowConstraint ( const int32 ConstraintIndex )


className: FPhysicsAssetRenderSettings

description: These parameters are used across different editor modes to ensure the debug draw is consistent. This makes it easier to create or debug physics assets whilst switching between editor modes.

code: struct FPhysicsAssetRenderSettings

BoneNoCollisionMaterial

type: TObjectPtr< cla...

BoneUnselectedColor

type: FColor

description: Draw colors.

BoneUnselectedMaterial

description: Materials.

CollisionViewMode

type: EPhysicsAssetEd...

description: Physics Asset Editor Viewport Options.

COMRenderSize

type: float

type: EConstraintTran...

description: Flags that determine which parts of the constraints transforms (parent/child position/rotation) should be displayed as an offset from the default (snapped) transforms.

ConstraintViewportManipulationFlags

description: Flags that determine which parts of the constraints transforms (parent frame, child frame, position and rotation) are currently begin manipulated in the viewport.

HiddenBodies

type: TArray< int32 >


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: const bool IsProfileNameValid ( const [FString](API\Runtime\Core\Containers\FString) & NewName ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


code: void OnProfileNameChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewText )


code: void OnProfileNameCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) InTextCommit )


code: FSkinWeightImportOptionsCustomization ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


className: FSkinWeightImportOptionsCustomization

description: Details customization for the import object, used to hide certain properties when needed and ensure we do not get duplicate profile names

code: class FSkinWeightImportOptionsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)

NameEditTextBox

type: TSharedPtr<SEd...

ProfileNameHandle

type: TSharedPtr<IPr...

RestrictedNames

type: TArray<FString...

WeakSkeletalMesh

type: TWeakObjectPtr<...


description: Goes through every component using the given Skeletal Mesh and checks whether or not it currently has the Skin Weight Profile set (for either preview or at runtime)

code: static void ClearSkinWeightProfileInstanceOverrides ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [FName](API\Runtime\Core\UObject\FName) InProfileName )


description: Creates a copy of the skin weights from SourceMesh into a Skin Weight profile as part of TargetMesh

code: static bool CopySkinWeightsToProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, const int32 LODIndex, const [FName](API\Runtime\Core\UObject\FName) ProfileName )


description: Tries to import a new set of Skin Weights for the given Skeletal Mesh from an FBX file

code: static void ImportSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: Tries to import a new set of Skin Weights for the given Skeletal Mesh at the given LOD index from an FBX file

code: static void ImportSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [FName](API\Runtime\Core\UObject\FName) ProfileName, int32 LODIndex )


description: Tries to re import the previously imported skin weights for the given Skeletal Mesh, Profile name and LODIndex

code: static void ReimportSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName, const int32 LODIndex )


description: Tries to remove the previously imported skin weights for all LODs from the given Skeletal Mesh and Profile name

code: static void RemoveSkinWeightProfile ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName )


description: Tries to remove the previously imported skin weights for all LODs from the given Skeletal Mesh, Profile name and LOD index

code: static void RemoveSkinWeightProfileLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FName](API\Runtime\Core\UObject\FName) & InProfileName, const int32 LODIndex )


className: FSkinWeightProfileHelpers

description: Set of editor-only helper functions used by various bits of UI related to Skin Weight profiles

code: struct FSkinWeightProfileHelpers


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


description: Passed intoSTextBlockso Slate can grab the current text for display


description: Passed intoSImageso Slate can grab the current icon for display

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIcon() const


description: Accessor for the socket info


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


description: Is this an alt-drag operation?

code: bool IsAltDrag()


description: Use this function to create a new one of me

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSocketDragDropOp](API\Editor\Persona\FSocketDragDropOp) > New ( [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) InSocketInfo, bool bInIsAltDrag )


description: Sets the icon to be displayed

code: void SetIcon ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIcon )


className: FSocketDragDropOp

description: FSocketDragDropOp

code: class FSocketDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)


className: GetPrimitiveRef

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< TReturnType(const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, const int32 PrimitiveIndex, const [FPhysicsAssetRenderSettings](API\Editor\Persona\FPhysicsAssetRenderSettings) &Settings) > GetPrimitiveRef


className: GetPrimitiveTransformRef

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< FTransform(const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *PhysicsAsset, const FTransform &BoneTM, const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimType, const int32 PrimIndex, const float Scale) > GetPrimitiveTransformRef


description: Override to change the mouse based on what it is hovering over.


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HPersonaBoneHitProxy ( int32 InBoneIndex, [FName](API\Runtime\Core\UObject\FName) InBoneName )


className: HPersonaBoneHitProxy

code: struct HPersonaBoneHitProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)

BoneName

type: FName


code: HPersonaSocketHitProxy ( [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket )


className: HPersonaSocketHitProxy

code: struct HPersonaSocketHitProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Socket

type: USkeletalMeshSo...


description: Gets the current processor instance

code: [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) * GetCurrentProcessor() const


description: Gets the processor instance of the specified type

code: template<typename ProcessorType> ProcessorType * GetProcessor() const


code: [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) * GetProcessor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) > InProcessorClass ) const


description: Sets the type of the current processor we are using to find/replace with

code: void SetCurrentProcessor ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor) > InProcessorClass )


className: IAnimAssetFindReplace

description: Public interface to the find/replace widget

code: class IAnimAssetFindReplace : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Add to navigation history

code: void AddToHistory ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset )


description: Add filter by skeleton notify name

code: void FilterBySkeletonNotify ( const [FName](API\Runtime\Core\UObject\FName) & InNotifyName )


description: Select the specified asset

code: void SelectAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset )


className: IAnimationSequenceBrowser

code: class IAnimationSequenceBrowser : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Add a curve for editing

code: void AddCurve ( const [FText](API\Runtime\Core\Internationalization\FText) & InCurveDisplayName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCurveColor, const [FName](API\Runtime\Core\UObject\FName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate InOnCurveModified )


description: Deprecated* Please use AddCurve that takes anFName.

code: virtual void AddCurve ( const [FText](API\Runtime\Core\Internationalization\FText) & InCurveDisplayName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCurveColor, const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate InOnCurveModified )


description: Remove a curve for editing

code: void RemoveCurve ( const [FName](API\Runtime\Core\UObject\FName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex )


code: virtual void RemoveCurve ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InName, ERawCurveTrackTypes InType, int32 InCurveIndex )


description: Reset the curves that are edited by this widget

code: void ResetCurves()


description: Zoom to fit all the curves

code: void ZoomToFit()


className: IAnimSequenceCurveEditor

description: Interface to the curve editor tab in the anim sequence editor

code: class IAnimSequenceCurveEditor : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: FOnAssetFamilyChanged

description: Event fired when an asset family changes (e.g. relationships are altered)

code: class FOnAssetFamilyChanged : public TBaseMulticastDelegate_NoParams< void >


description: Find the most relevant asset of a specified type

code: [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) FindAssetOfType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType ) const


description: Find all assets of a specified type

code: void FindAssetsOfType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets ) const


className: FOnAssetOpened

description: Event fired when an asset is opened

code: class FOnAssetOpened : public TBaseMulticastDelegate_OneParam< void, UObject * >


code: template<typename AssetType> [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAsset()


description: the outermost superclass of the passed-in class for this asset family

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAssetFamilyClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Find all assets of a specified type

code: template<typename AssetType> void GetAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssets )


description: Gets the slate brush that represents this asset family

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetAssetTypeDisplayIcon ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const


description: Gets the name of an asset that will be displayed to a user

code: [FText](API\Runtime\Core\Internationalization\FText) GetAssetTypeDisplayName ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const


description: Gets the color to tint the asset display icon

code: [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) GetAssetTypeDisplayTint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetClass ) const


description: Get all the asset classes this family supports (doesnt need to include derived classes)

code: void GetAssetTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OutAssetTypes ) const


description: Check whether an asset is compatible with this family

code: bool IsAssetCompatible ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Record that an asset was opened

code: void RecordAssetOpened ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description: Virtual destructor

code: virtual ~IAssetFamily()


className: IAssetFamily

description: Represents a group of related assets, e.g. a skeleton, its animations and skeletal meshes

code: class IAssetFamily


description: This should process the animation according to the analysis properties, or return false if that is not possible.

code: bool CalculateSampleValue ( float & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const [UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties) * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) const


description: This should return the names of the functions handled.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAnalysisFunctions() const


description: This should return an instance derived fromUAnalysisPropertiesthat is suitable for the Function. The caller will pass in a suitable owning object, outer, that the implementation should assign as owner of the newly created object.

code: [UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties) * MakeAnalysisProperties ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FString](API\Runtime\Core\Containers\FString) & FunctionName ) const


className: IBlendSpaceAnalysisFeature

description: Users wishing to add their own analysis functions and structures should inherit from this, implement the virtual functions, and register an instance withIModularFeatures. It may help to look at the implementation of FCoreBlendSpaceAnalysisFeature when doing this.

code: class IBlendSpaceAnalysisFeature : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Get the toolkit held by this object

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetPersonaToolkit() const


className: IHasPersonaToolkit

description: Interface implemented by objects that hold a persona toolkit

code: class IHasPersonaToolkit


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: These implementations are duplicated in the Persona module so that code that links only to Persona and not to the AnimationEditMode module can work properly

code: IPersonaEditMode()


className: IPersonaEditMode

code: class IPersonaEditMode : public [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode)


code: virtual ~IPersonaEditorModeManager()


className: IPersonaEditorModeManager

code: class IPersonaEditorModeManager : public [FAssetEditorModeManager](API\Editor\UnrealEd\FAssetEditorModeManager), public [IPersonaManagerContext](API\Editor\Persona\IPersonaManagerContext)


description:
Get a camera target for when the user focuses the viewport
true if the location is valid

code: bool GetCameraTarget ( FSphere & OutTarget ) const


description: Get debug info for any editor modes that are active

code: void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugText ) const


className: IPersonaManagerContext

description: Persona-specific extensions to the asset editor mode manager

code: class IPersonaManagerContext


description: Get whether or not to ignore mesh hit proxies

code: bool AllowMeshHitProxies() const


description: Attaches an object to the preview component using the supplied attach name, returning whether it was successfully attached or not

code: bool AttachObjectToPreviewComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) AttachTo )


description: Broadcasts that the preview mesh was clicked

code: bool BroadcastMeshClick ( [HActor](API\Runtime\Engine\HActor) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: Broadcasts that the preview mesh morph targets has changed

code: void BroadcastOnMorphTargetsChanged()


description: Broadcast select LOD changed

code: void BroadcastOnSelectedLODChanged()


description: Clears the selected actor

code: void ClearSelectedActor()


description: Clears the selected bone on the preview component

code: void ClearSelectedBone()


description: Clears all selection on the preview component

code: void DeselectAll()


description: Enable wind. Useful when simulating cloth.

code: void EnableWind ( bool bEnableWind )


description: Let the preview scene know that it should tick (because it is visible)

code: void FlagTickable()


description: Request our views to focus on the current item

code: void FocusViews()


description: Run a lambda function on each preview mesh in the scene

code: void ForEachPreviewMesh ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) *)> PerMeshFunction )


description: Get the main actor

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const


description: Clears the selected socket on the preview component

code: void ClearSelectedSocket()


description: Get array of all skeletal mesh components in the preview scene.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * > GetAllPreviewMeshComponents() const


description: Get the current camera override

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorCameraController](API\Editor\UnrealEd\FEditorCameraController) > GetCurrentCameraOverride() const


description: Get the gravity scale

code: float GetGravityScale() const


description: Get the persona toolkit we are associated with

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetPersonaToolkit() const


description: Get the animation asset we are previewing

code: [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetPreviewAnimationAsset() const


description: Get the preview mesh for this scene (does go via skeleton/asset)

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Get the skeletal mesh component we are using for preview, if any.

code: [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetPreviewMeshComponent() const


description: Get the currently selected actor

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSelectedActor() const


description: Get the currently selected bone index

code: int32 GetSelectedBoneIndex() const


description: Get the currently selected socket


description: Get the wind strength

code: float GetWindStrength() const


description: Handle syncing selection with the skeleton tree

code: void HandleSkeletonTreeSelectionChanged ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISkeletonTreeItem](API\Editor\SkeletonEditor\ISkeletonTreeItem) >> & InSelectedItems, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectInfo )


description: Flag that we want our views to be updated

code: void InvalidateViews()


description: Are we currently displaying the ref pose

code: bool IsShowReferencePoseEnabled() const


description: Check whether wind is enabled

code: bool IsWindEnabled() const


description: Refreshes the additional meshes displayed in this preview scene

code: void RefreshAdditionalMeshes ( bool bAllowOverrideBaseMesh )


description: Registers a delegate to be called after the preview animation has been changed

code: void RegisterOnAnimChanged ( const FOnAnimChanged & Delegate )


description: Register callback for when the camera override is changed

code: void RegisterOnCameraOverrideChanged ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when all sockets/bones are deselected

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnDeselectAll ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when the view should be focused

code: void RegisterOnFocusViews ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when the view is invalidated

code: void RegisterOnInvalidateViews ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when the preview mesh's LOD has changed

code: void RegisterOnLODChanged ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when the preview mesh is clicked

code: void RegisterOnMeshClick ( const FOnMeshClick & Delegate )


description: Registers a delegate to be called when the preview mesh's morph targets has changed

code: void RegisterOnMorphTargetsChanged ( const FSimpleDelegate & Delegate )


description: Register a callback for just after the preview scene is ticked

code: void RegisterOnPostTick ( const FSimpleDelegate & Delegate )


description: Register a callback for just before the preview scene is ticked

code: void RegisterOnPreTick ( const FSimpleDelegate & Delegate )


description: Registers a delegate to be called when the preview mesh is changed

code: void RegisterOnPreviewMeshChanged ( const FOnPreviewMeshChanged & Delegate )


description: Registers a delegate to be called when the currently selected bone has changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSelectedBoneChanged ( const FOnSelectedBoneChanged & Delegate )


description: Register callback to be able to be notify when the select LOD is change

code: void RegisterOnSelectedLODChanged ( const FOnSelectedLODChanged & Delegate )


description: Registers a delegate to be called when the currently selected socket has changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSelectedSocketChanged ( const FOnSelectedSocketChanged & Delegate )


description: Removes a currently attached object from the preview component

code: void RemoveAttachedObjectFromPreviewComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) AttachedTo )


description: Set the main actor

code: void SetActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Set the additional meshes used by this preview scene (sets the additional meshes on the skeleton)

code: void SetAdditionalMeshes ( class [UDataAsset](API\Runtime\Engine\Engine\UDataAsset) * InAdditionalMeshes )


description: Set whether additional meshes are selectable

code: void SetAdditionalMeshesSelectable ( bool bSelectable )


description: Set whether or not to ignore mesh hit proxies

code: void SetAllowMeshHitProxies ( bool bState )


description: Function to override the editor camera for this scene

code: void SetCameraOverride ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorCameraController](API\Editor\UnrealEd\FEditorCameraController) > NewCamera )


description: Set the default mode this preview scene appears in. Optionally show the default mode.

code: void SetDefaultAnimationMode ( EPreviewSceneDefaultAnimationMode Mode, bool bShowNow )


description: Replaces the current editable skeleton. This is not a safe operation unless you're working detached from other Persona components (eg. skeleton list).

code: void SetEditableSkeleton ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton )


description: Set the gravity scale

code: void SetGravityScale ( float InGravityScale )


description: Set the animation asset to preview

code: void SetPreviewAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, bool bEnablePreview )


description: Set the preview mesh for this scene (does not set the preview mesh on the skeleton/asset)

code: void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewPreviewMesh, bool bAllowOverrideBaseMesh )


description: Set the preview animation blueprint and an optional overlay (for sub-layers)

code: void SetPreviewAnimationBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InOverlayOrSubAnimBlueprint )


description: Set the skeletal mesh component we are going to preview.

code: void SetPreviewMeshComponent ( [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InSkeletalMeshComponent )


description: Setter/getter for can remove attach component

code: void SetRemoveAttachedComponentFilter ( const FOnRemoveAttachedComponentFilter & Delegate )


description: Sets the selected actor

code: void SetSelectedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Sets the selected bone on the preview component

code: virtual void SetSelectedBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )


code: void SetSelectedBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) InSelectInfo )


description: Sets the selected socket on the preview component

code: void SetSelectedSocket ( const [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) & SocketInfo )


description: Set the wind strength

code: void SetWindStrength ( float InWindStrength )


description: Show the mode specifed bySetDefaultAnimationMode()

code: void ShowDefaultMode()


description: Show the reference pose of the displayed skeletal mesh. Otherwise display the default. Optionally reset bone transforms, if any.

code: void ShowReferencePose ( bool bShowRefPose, bool bResetBoneTransforms )


description: Toggle the playback of animation, if any

code: void TogglePlayback()


description: Unregisters a delegate to be called after the preview animation has been changed

code: void UnregisterOnAnimChanged ( void * Thing )


description: Unregister this scene from the Undo chain. Necessary for certain editor windows.

code: void UnregisterForUndo()


description: Unregister callback for when the camera override is changed

code: void UnregisterOnCameraOverrideChanged ( void * Thing )


description: Unregisters a delegate called when all sockets/bones are deselected

code: void UnregisterOnDeselectAll ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Unregisters a delegate to be called when the view should be focused

code: void UnregisterOnFocusViews ( void * Thing )


description: Unregisters a delegate to be called when the view is invalidated

code: void UnregisterOnInvalidateViews ( void * Thing )


description: Unregisters a delegate to be called when the preview mesh's LOD has changed

code: void UnregisterOnLODChanged ( void * Thing )


description: Unregisters a delegate to be called when the preview mesh is clicked

code: void UnregisterOnMeshClick ( void * Thing )


description: Unregisters a delegate to be called when the preview mesh's morph targets has changed

code: void UnregisterOnMorphTargetsChanged ( void * Thing )


description: Unregister a callback for just after the preview scene is ticked

code: void UnregisterOnPostTick ( void * Thing )


description: Unregister a callback for just before the preview scene is ticked

code: void UnregisterOnPreTick ( void * Thing )


description: Unregisters a delegate to be called when the preview mesh is changed

code: void UnregisterOnPreviewMeshChanged ( void * Thing )


description: Unregisters a delegate called when the currently selected bone has changed

code: void UnregisterOnSelectedBoneChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Unregister callback to free up the ressources

code: void UnRegisterOnSelectedLODChanged ( void * Thing )


description: Unregisters a delegate called when the currently selected socket has changed

code: void UnregisterOnSelectedSocketChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Constructor only here to pass ConstructionValues to base constructor

code: IPersonaPreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVS )


className: IPersonaPreviewScene

code: class IPersonaPreviewScene : public [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene)


description: Returns true if the preview mesh can use skeletal meshes that don't share the same skeleton as the one being edited.


description: Callback to customize the Preview Scene Settings details tab. Different asset types require unique options.

code: virtual void CustomizeSceneSettings ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Get the animation asset that we are editing

code: [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


description: Get the anim blueprint that we are editing

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Get the context in which this toolkit is being used (usually the class name of the asset)


description: Retrieve editor custom data. Return INDEX_NONE if the key is invalid

code: virtual int32 GetCustomData ( const int32 Key ) const


description: Get the editable skeleton that we are editing

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > GetEditableSkeleton() const


description: Get the skeletal mesh that we are editing

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetMesh() const


description: Get the preview mesh, according to context (mesh, skeleton or animation etc.). Note that this returns the preview mesh that is set for the asset currently being edited, which may be different from the one displayed in the viewport.

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Get the preview anim blueprint, used to preview sub layers in context.

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetPreviewAnimationBlueprint() const


description: Get the preview component that we are using

code: [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetPreviewMeshComponent() const


description: Get the preview scene that we are using

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > GetPreviewScene() const


description: Get the skeleton that we are editing

code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


description: Set the animation asset we are editing

code: void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset )


description: Store the custom data using the key. Remark: The custom data memory should be clear when the editor is close by the user, this is not persistent data. Currently we use it to store the state of the editor UI to restore it properly when a refresh happen.

code: virtual void SetCustomData ( const int32 Key, const int32 CustomData )


description: Set the skeletal mesh we are editing

code: void SetMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: Set the preview anim blueprint, used to preview sub layers in context.

code: void SetPreviewAnimationBlueprint ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


description: Set the preview mesh, according to context (mesh, skeleton or animation etc.) Note that this sets the mesh in the asset and in the viewport (and may re-open the asset editor to apply this).

code: void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, bool bSetPreviewMeshInAsset )


description: Virtual destructor

code: virtual ~IPersonaToolkit()


className: IPersonaToolkit

description: Reusable 'Persona' features for asset editors concerned with USkeleton-related assets

code: class IPersonaToolkit


description:
Add a notification widget
the widget containing the notification

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AddNotification ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) > InSeverity, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > InCanBeDismissed, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InNotificationWidget, [FPersonaViewportNotificationOptions](API\Editor\Persona\FPersonaViewportNotificationOpti-) InOptions )


description: Overlay a widget over the whole viewport

code: void AddOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InOverlaidWidget )


description: Adds an extender to the viewport's toolbar

code: void AddToolbarExtender ( [FName](API\Runtime\Core\UObject\FName) MenuToExtend, FMenuExtensionDelegate MenuBuilderDelegate )


description: Get the pinned commands list for this viewport

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPinnedCommandList](API\Editor\PinnedCommandList\IPinnedCommandList) > GetPinnedCommandList() const


description: Returns the delegate broadcasted two in case we have an unhandled key


description: Get the viewport client contained within this viewport

code: [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetViewportClient() const


description: Remove a notification widget

code: void RemoveNotification ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InContainingWidget )


description: Remove an overlay widget from the viewport

code: void RemoveOverlayWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InOverlaidWidget )


description: Restore the viewport state

code: void RestoreState ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaViewportState](API\Editor\Persona\IPersonaViewportState) > InState )


description: Save the viewport state

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaViewportState](API\Editor\Persona\IPersonaViewportState) > SaveState() const


className: IPersonaViewport

description: Abstract viewport that can save and restore state

code: class IPersonaViewport : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: IPersonaViewportState

description: Opaque state interface for saving and restoring viewport state

code: struct IPersonaViewportState


code: bool AreAnyBodiesHidden ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: bool AreAnyConstraintsHidden ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void DebugDraw ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: void DebugDrawBodies ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FColor](API\Runtime\Core\Math\FColor) & PrimitiveColorOverride )


code: void DebugDrawConstraints ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: bool IsDisplayingConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags )


code: void SetDisplayConstraintTransformComponentRelativeToDefault ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault )


code: void ToggleShowAllBodies ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


code: void ToggleShowAllConstraints ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


className: IPhysicsAssetRenderInterface

code: class IPhysicsAssetRenderInterface : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Options for CopyPropertiesToCDO

code: namespace PersonaUtils { enum ECopyOptions { Default = 0, PreviewOnly = 1 << 0, CallPostEditChangeProperty = 1 << 1, OnlyCopyEditOrInterpProperties = 1 << 2, FilterBlueprintReadOnly = 1 << 3, } }


description: Debug draw Physics Asset bodies using the supplied custom callbacks

code: namespace PhysicsAssetRender { void PhysicsAssetRender::DebugDrawBodies ( class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkeletalMeshComponent, class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [GetPrimitiveRef](API\Editor\Persona\GetPrimitiveRef)< [FColor](API\Runtime\Core\Math\FColor) > GetPrimitiveColor, [GetPrimitiveRef](API\Editor\Persona\GetPrimitiveRef)< class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > GetPrimitiveMaterial, [GetPrimitiveTransformRef](API\Editor\Persona\GetPrimitiveTransformRef) GetPrimitiveTransform, [CreateBodyHitProxyFn](API\Editor\Persona\CreateBodyHitProxyFn) CreateHitProxy ) }


code: void Construct ( const [FArguments](API\Editor\Persona\SAnimAttributeEntry\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAnimAttributeEntry](API\Editor\Persona\FAnimAttributeEntry) > InEntry )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SAnimAttributeEntry >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Overridden fromSMultiColumnTableRow. Generates a widget for this column of the tree row.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnName )


className: SAnimAttributeEntry

code: class SAnimAttributeEntry : public [SMultiColumnTableRow< TSharedPtr< FAnimAttributeEntry > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: void Construct ( const [FArguments](API\Editor\Persona\SAnimAttributeView\FArguments) & InArgs )


code: void DisplayNewAttributeContainerSnapshots ( const [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), const [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & >> & InSnapshots, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwningComponent )


description: Override what is displayed in the snapshot column, given a set of snapshots that contains the attribute

code: WidgetArgsType & OnGetAttributeSnapshotColumnDisplayName &40; const FOnGetAttributeSnapshotColumnDisplayName & InDelegate &41;


description: Override the label on the snapshot column, a typical choice is "Direction"

code: WidgetArgsType & SnapshotColumnLabelOverride &40; const TAttribute< FText > & InAttribute &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SAnimAttributeView >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: typedef TBaseDelegate_OneParam< [FName](API\Runtime\Core\UObject\FName), const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & > FOnGetAttributeSnapshotColumnDisplayName


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


className: SAnimAttributeView

code: class SAnimAttributeView : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Slate construction function

code: void Construct ( const [FArguments](API\Editor\Persona\SBoneMappingBase\FArguments) & InArgs, FSimpleMulticastDelegate & InOnPostUndo )


code: WidgetArgsType & OnBoneMappingChanged &40; const FOnBoneMappingChanged & InDelegate &41;


code: WidgetArgsType & OnCreateBoneMapping &40; const FOnCreateBoneMapping & InDelegate &41;


code: WidgetArgsType & OnGetBoneMapping &40; const FOnGetBoneMapping & InDelegate &41;


code: WidgetArgsType & OnGetReferenceSkeleton &40; const FGetReferenceSkeleton & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SBoneMappingBase >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
Create a widget for an entry in the tree from an info
A new Slate widget, containing the UI for this row

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateBoneMappingRow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDisplayedBoneMappingInfo](API\Editor\Persona\FDisplayedBoneMappingInfo) > InInfo, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Filters theSListViewwhen the user changes the search text box (NameFilterBox)

code: void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText )


description: Filters theSListViewwhen the user hits enter or clears the search box Simply calls OnFilterTextChanged

code: void OnFilterTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & SearchText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )


description: Handler for the delete of retarget source

code: void RefreshBoneMappingList()


code: void Construct ( const [FArguments](API\Editor\Persona\SBoneMappingListRow\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTableView )


description: Widget used to display the list of retarget sources

code: WidgetArgsType & BoneMappingListView &40; TSharedPtr< SBoneMappingListType > InArg &41;


description: The item for this row

code: WidgetArgsType & Item &40; FDisplayedBoneMappingInfoPtr InArg &41;


className: SBoneMappingBase

code: class SBoneMappingBase : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: WidgetArgsType & OnGetFilteredText &40; const FOnGetFilteredText & InDelegate &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SBoneMappingListRow >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnName )


className: SBoneMappingListRow

code: class SBoneMappingListRow : public [SMultiColumnTableRow< FDisplayedBoneMappingInfoPtr >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: WidgetArgsType & bShowSocket &40; bool InArg &41;


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\Persona\SBoneSelectionWidget\FArguments) & InArgs )


description: Should show skeletons virtual bones in tree

code: WidgetArgsType & bShowVirtualBones &40; bool InArg &41;


description: Set selected bone name

code: WidgetArgsType & OnBoneSelectionChanged &40; const FOnBoneSelectionChanged & InDelegate &41;


description: Get Reference skeleton

code: WidgetArgsType & OnGetReferenceSkeleton &40; const FGetReferenceSkeleton & InDelegate &41;


description: Get selected bone name

code: WidgetArgsType & OnGetSelectedBone &40; const FGetSelectedBone & InDelegate &41;


description: Get Socket List

code: WidgetArgsType & OnGetSocketList &40; const FGetSocketList & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SBoneSelectionWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SBoneSelectionWidget

code: class SBoneSelectionWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\Persona\SBoneTreeMenu\FArguments) & InArgs )


code: WidgetArgsType & SelectedBone &40; FName InArg &41;


code: WidgetArgsType & Title &40; FText InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SBoneTreeMenu >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: FBoneNameInfo &40; FName Name &41;


className: FBoneNameInfo

description: Storage object for bone hierarchy.

code: struct FBoneNameInfo

Children

type: TArray<TShared...


description: Get the filter text widget, e.g. for focus


className: SBoneTreeMenu

code: class SBoneTreeMenu : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Editor\Persona\SCreateClothingSettingsPanel\FArguments) & InArgs )


description: Whether this window is for a sub import (importing a LOD or replacing a LOD)

code: WidgetArgsType & bIsSubImport &40; bool InArg &41;


description: Mesh LOD index we want to target.

code: WidgetArgsType & LodIndex &40; int32 InArg &41;


description: Name of the mesh we're operating on.

code: WidgetArgsType & MeshName &40; FString InArg &41;


description: Weak ptr to the mesh we're building for.

code: WidgetArgsType & Mesh &40; TWeakObjectPtr< USkeletalMesh > InArg &41;


description: Mesh section index we want to targe.

code: WidgetArgsType & SectionIndex &40; int32 InArg &41;


description: Callback to handle create request.

code: WidgetArgsType & OnCreateRequested &40; const FOnCreateClothingRequested & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SCreateClothingSettingsPanel >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SCreateClothingSettingsPanel

code: class SCreateClothingSettingsPanel : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Slate construction function

code: void Construct ( const [FArguments](API\Editor\Persona\SPoseAssetNameWidget\FArguments) & InArgs )


code: WidgetArgsType & OnSelectionChanged &40; const SComboBox< TSharedPtr< FString >>::FOnSelectionChanged & InDelegate &41;


code: WidgetArgsType & PoseAsset &40; UPoseAsset &42; InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SPoseAssetNameWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void SetPoseAsset ( [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * NewPoseAsset )


className: SPoseAssetNameWidget

code: class SPoseAssetNameWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Construct this widget

code: void Construct ( const [FArguments](API\Editor\Persona\SReferenceSectionSelectionWidget\FArguments) & InArgs )


description: Should we hide chunked sections when showing the sections list we can select

code: WidgetArgsType & bHideChunkedSections &40; bool InArg &41;


code: WidgetArgsType & OnGetLodModel &40; const FGetLodModel & InDelegate &41;


description: Get selected section index

code: WidgetArgsType & OnGetSelectedSection &40; const FGetSelectedSection & InDelegate &41;


description: Set selected section index

code: WidgetArgsType & OnSectionSelectionChanged &40; const FOnSectionSelectionChanged & InDelegate &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SReferenceSectionSelectionWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SReferenceSectionSelectionWidget

code: class SReferenceSectionSelectionWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Editor\Persona\SSkinWeightProfileImportOptions\FArguments) & InArgs )


code: WidgetArgsType & ImportSettings &40; USkinWeightImportOptions &42; InArg &41;


code: typedef FArguments WidgetArgsType


code: WidgetArgsType & SkeletalMesh &40; USkeletalMesh &42; InArg &41;


code: WidgetArgsType & WidgetWindow &40; TSharedPtr< SWindow > InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SSkinWeightProfileImportOptions >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


code: SSkinWeightProfileImportOptions()


className: SSkinWeightProfileImportOptions

code: class SSkinWeightProfileImportOptions : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: UAnimAssetFindReplaceContext

description: Context for toolbar

code: class UAnimAssetFindReplaceContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Widget

type: TWeakPtr< SAnim...

description: Weak ptr to the find/replace widget


className: UAnimAssetFindReplaceCurves

description: Find, replace and remove curves across assets

code: class UAnimAssetFindReplaceCurves : public [UAnimAssetFindReplaceProcessor_StringBase](API\Editor\Persona\UAnimAssetFindReplaceProcessor_S-)


className: UAnimAssetFindReplaceNotifies

description: Find, replace and remove notifies across assets

code: class UAnimAssetFindReplaceNotifies : public [UAnimAssetFindReplaceProcessor_StringBase](API\Editor\Persona\UAnimAssetFindReplaceProcessor_S-)


description: Allows control over when the remove option is available to users

code: virtual bool CanCurrentlyRemove() const


description: Allows control over when the replace option is available to users

code: virtual bool CanCurrentlyReplace() const


description: Optional override to extend the toolbar when this processor is selected

code: virtual void ExtendToolbar ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


description: Optional override allowing a widget to be focused when the find/replace widget is initially displayed

code: virtual void FocusInitialWidget()


description: Builds results string to display from the supplied asset data

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFindResultStringFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Called by the UI to deferred-refresh any cached data that this processor holds after asset operations have completed

code: virtual void RefreshCachedData()


description: Get all the asset types that are supported by this processor

code: virtual TConstArrayView< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetSupportedAssetTypes() const


description: Make or return the widget used to edit find/replace parameters

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeFindReplaceWidget()


description: Perform a remove operation on the specified asset

code: virtual void RemoveInAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Perform a replace operation on the specified asset

code: virtual void ReplaceInAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Requests the entire find UI to be refreshed

code: void RequestUIRefresh()


description: Whether the asset in question is a valid search result or not

code: virtual bool ShouldFilterOutAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool & bOutIsOldAsset ) const


description: Whether this processor supports the specified mode

code: virtual bool SupportsMode ( EAnimAssetFindReplaceMode InMode ) const


className: UAnimAssetFindReplaceProcessor

description: Processor base class to allow systems to add their own find/replace functionality

code: class UAnimAssetFindReplaceProcessor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Optional override point for derived classes to supply auto complete names to display in the UI

code: virtual void GetAutoCompleteNames ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetDatas, [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & OutUniqueNames ) const


description: Get the current find string

code: FStringView GetFindString() const


description: Requests search results to be refreshed

code: void RequestRefreshSearchResults()


description: Get the current find string

code: const [FString](API\Runtime\Core\Containers\FString) & GetFindStringRef() const


description: Gets whether to match whole words when searching strings

code: bool GetFindWholeWord() const


description: Get the current replace string

code: FStringView GetReplaceString() const


description: Gets case comparison to use when searching


description: Get the current skeleton filter

code: const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & GetSkeletonFilter() const


description: Check if the supplied string matches the find parameters

code: bool NameMatches ( FStringView InNameStringView ) const


description: Set the current find string

code: void SetFindString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Sets whether to match whole words when searching strings

code: void SetFindWholeWord ( bool bInFindWholeWord )


description: Set the current replace string

code: void SetReplaceString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Sets case comparison to use when searching

code: void SetSearchCase ( [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) InSearchCase )


description: Set the current skeleton filter

code: void SetSkeletonFilter ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InSkeletonFilter )


description: Get the current replace string

code: const [FString](API\Runtime\Core\Containers\FString) & GetReplaceStringRef() const


description: Processor for string-based animation asset operations

code: class UAnimAssetFindReplaceProcessor_StringBase : public [UAnimAssetFindReplaceProcessor](API\Editor\Persona\UAnimAssetFindReplaceProcessor)


className: UAnimAssetFindReplaceSyncMarkers

description: Find, replace and remove sync markers across assets

code: class UAnimAssetFindReplaceSyncMarkers : public [UAnimAssetFindReplaceProcessor_StringBase](API\Editor\Persona\UAnimAssetFindReplaceProcessor_S-)


code: [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedObjects() const


code: class UAnimationSequenceBrowserContextMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SelectedObjects

type: TArray<TWeakOb...


code: void CopyFrom ( const [UCachedAnalysisProperties](API\Editor\Persona\UCachedAnalysisProperties) & Other )


className: UCachedAnalysisProperties

description: This will be used to preserve values as far as possible when switching between analysis functions, so it contains all the parameters used by the engine functions. User defined can inherit from this and add their own - then the user-defined MakeCache function should replace any base class cache that is passed in with their own.

code: class UCachedAnalysisProperties : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BoneFacingAxis

type: EAnalysisLinear...

type: FBoneSocketTarg...

EulerFunctionAxis

type: EAnalysisEulerA...

Space

type: EAnalysisSpace


code: virtual void InitializeFromCache ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UCachedAnalysisProperties](API\Editor\Persona\UCachedAnalysisProperties) > Cache )


code: virtual void MakeCache ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UCachedAnalysisProperties](API\Editor\Persona\UCachedAnalysisProperties) > & Cache, [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )


className: UEulerAnalysisProperties

code: class UEulerAnalysisProperties : public [UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties)

BoneFacingAxis

description: Used for some analysis functions - specifies the bone/socket axis that points in the facing/forwards direction

BoneRightAxis

description: Used for some analysis functions - specifies the bone/socket axis that points to the "right"

BoneSocket

description: The bone or socket used for analysis

CharacterFacingAxis

description: World or bone/socket axis that specifies the character's facing direction

CharacterUpAxis

description: World or bone/socket axis that specifies the character's up direction

EndTimeFraction

description: Fraction through each animation at which analysis ends

FunctionAxis

description: Axis for the analysis function

description: The space in which to perform the analysis.

SpaceBoneSocket

description: Bone or socket that defines the analysis space (when it isn't World)

StartTimeFraction

description: Fraction through each animation at which analysis starts


className: ULinearAnalysisProperties

code: class ULinearAnalysisProperties : public [UAnalysisProperties](API\Runtime\Engine\Animation\UAnalysisProperties)

BoneSocket

description: The bone or socket used for analysis

FunctionAxis

description: Axis for the analysis function


description:
Get a camera target for when the user focuses the viewport
true if the location is valid

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


description: Get debug info for any editor modes that are active

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugText ) const


description: Only for use byFAnimationViewportClient::GetPersonaModeManagerfor compatibility.

code: [IPersonaEditorModeManager](API\Editor\Persona\IPersonaEditorModeManager) * GetPersonaEditorModeManager() const


className: UPersonaEditorModeManagerContext

code: class UPersonaEditorModeManagerContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IPersonaManagerContext](API\Editor\Persona\IPersonaManagerContext)


className: UPersonaManagerContext

code: class UPersonaManagerContext : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Called when populating the preview scene settings details panel to allow customization of the controllers properties.

code: virtual [IDetailPropertyRow](API\Editor\PropertyEditor\IDetailPropertyRow) * AddPreviewControllerPropertyToDetails ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & PersonaToolkit, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & Category, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [EPropertyLocation::Type](API\Editor\PropertyEditor\EPropertyLocation__Type) PropertyLocation )


description: Called when this preview controller is activated.

code: virtual void InitializeView ( UPersonaPreviewSceneDescription * SceneDescription, [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) * PreviewScene ) const


description: Called when this preview controller is deactivated.

code: virtual void UninitializeView ( UPersonaPreviewSceneDescription * SceneDescription, [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) * PreviewScene ) const


className: UPersonaPreviewSceneController

description: Base class for preview scene controller (controls what the preview scene in persona does)

code: class UPersonaPreviewSceneController : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Get the animation asset that we are editing

code: [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


description: Get the anim blueprint that we are editing

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Get the skeletal mesh that we are editing

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetMesh() const


description: Get the preview component that we are using

code: [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetPreviewMeshComponent() const


description: Get the skeleton that we are editing

code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


description: Get a weak ptr to the persona toolkit

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetToolkit() const


description: Get the persona toolkit

code: void SetToolkit ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > InToolkit )


className: UPersonaToolMenuContext

code: class UPersonaToolMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: static uint32 GetPathNameHash ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset )


code: static uint32 GetPathNameHash ( const [FString](API\Runtime\Core\Containers\FString) & InPhysicsAssetPathName )


description: Returns an existing render settings object or creates and returns a new one if none exists.

code: static [FPhysicsAssetRenderSettings](API\Editor\Persona\FPhysicsAssetRenderSettings) * GetSettings ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset )


code: static [FPhysicsAssetRenderSettings](API\Editor\Persona\FPhysicsAssetRenderSettings) * GetSettings ( const [FString](API\Runtime\Core\Containers\FString) & InPhysicsAssetPathName )


code: static [FPhysicsAssetRenderSettings](API\Editor\Persona\FPhysicsAssetRenderSettings) * GetSettings ( const uint32 InPhysicsAssetPathNameHash )


code: void OnAssetRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void OnAssetRenamed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & AssetInfo, const [FString](API\Runtime\Core\Containers\FString) & InOldPhysicsAssetPathName )


code: virtual ~UPhysicsAssetRenderUtilities()


className: UPhysicsAssetRenderUtilities

description: Factory class forFPhysicsAssetRenderSettings.

code: class UPhysicsAssetRenderUtilities : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: USkinWeightImportOptions

code: class USkinWeightImportOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FilePath

type: FString

description: File path to FBX file containing Mesh with alternative set of Skin Weights

LODIndex

description: Target LOD index this file corresponds to

ProfileName

description: Name of the to-be-imported Skin Weights Profile


className: IPhysicsAssetEditor

module: PhysicsAssetEditor

code: class IPhysicsAssetEditor : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)


description: Creates a new PhysicsAssetEditor instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPhysicsAssetEditor](API\Editor\PhysicsAssetEditor\IPhysicsAssetEditor) > CreatePhysicsAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * PhysicsAsset )


description: Delegate called when a physics asset editor is created


description: Opens a "New Asset/Body" modal dialog window

code: void OpenNewBodyDlg ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) * NewBodyResponse )


className: IPhysicsAssetEditorModule

code: class IPhysicsAssetEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Recursively iterate through 'RootDir' for all device json files. Sub directories are recorded as categories.

module: PIEPreviewDeviceProfileSelector

code: void EnumerateDeviceSpecifications ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


code: void EnumerateDeviceSpecifications &40; TSharedPtr< FPIEPreviewDeviceContainerCategory > SubCategory &41;


description: Return the category that contains DeviceIndex.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPIEPreviewDeviceContainerCategory](API\Editor\PIEPreviewDeviceProfileSelector\FPIEPreviewDeviceContainerCatego-) > FindDeviceContainingCategory ( int32 DeviceIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetDeviceSpecifications() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetDeviceSpecificationsLocalizedName() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPIEPreviewDeviceContainerCategory](API\Editor\PIEPreviewDeviceProfileSelector\FPIEPreviewDeviceContainerCatego-) > GetRootCategory() const


className: FPIEPreviewDeviceContainer

code: class FPIEPreviewDeviceContainer


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetCategoryDisplayName() const


code: int GetDeviceCount() const


code: int GetDeviceStartIndex() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPIEPreviewDeviceContainerCategory](API\Editor\PIEPreviewDeviceProfileSelector\FPIEPreviewDeviceContainerCatego-) > > & GetSubCategories() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetSubDirectoryPath() const


code: FPIEPreviewDeviceContainerCategory ( const [FString](API\Runtime\Core\Containers\FString) & InSubDirectoryPath, [FText](API\Runtime\Core\Internationalization\FText) DisplayName )


className: FPIEPreviewDeviceContainerCategory

CategoryDisplayName

type: FText


description: Apply PieWindow device parameters

code: virtual void ApplyPreviewDeviceState()


description: Create PieWindow Ref

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > CreatePIEPreviewDeviceWindow ( FVector2D ClientSize, [FText](API\Runtime\Core\Internationalization\FText) WindowTitle, EAutoCenter AutoCenterType, FVector2D ScreenPosition, [TOptional](API\Runtime\Core\IO\TOptional)< float > MaxWindowWidth, [TOptional](API\Runtime\Core\IO\TOptional)< float > MaxWindowHeight )


code: virtual const [FPIEPreviewDeviceContainer](API\Editor\PIEPreviewDeviceProfileSelector\FPIEPreviewDeviceContainer) & GetPreviewDeviceContainer()


className: FAddToDevicePreviewMenu

code: typedef TMulticastDelegate_TwoParams< void, const [FText](API\Runtime\Core\Internationalization\FText) &DeviceCategoryName, class [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) &MenuBuilder > FAddToDevicePreviewMenu


description: Used to set the scalability preview platform


description:
Run the logic to choose an appropriate device profile for this session
The name of the device profile to use for this session

code: virtual const [FString](API\Runtime\Core\Containers\FString) GetRuntimeDeviceProfileName()


description:
Find a custom profile selector property value.  PropertyType The information requested  PropertyValueOUT the value of PropertyType
Whether the PropertyType was recognized by the profile selector.

code: virtual bool GetSelectorPropertyValue ( const [FName](API\Runtime\Core\UObject\FName) & PropertyType, [FString](API\Runtime\Core\Containers\FString) & PropertyValueOUT )


code: static bool IsRequestingPreviewDevice()


description: Call this after the window is created and registered to the application to setup display related parameters

code: virtual void OnWindowReady ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window )


description: We need the game layer manager to control the DPI scaling behavior and this function can be called should be called when the manager is available

code: virtual void SetGameLayerManagerWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGameLayerManager](API\Runtime\Engine\Slate\SGameLayerManager) > GameLayerManager )


code: virtual void SetPreviewDevice ( const [FString](API\Runtime\Core\Containers\FString) & DeviceName )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


code: FPIEPreviewDeviceModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Virtual destructor.

code: virtual ~FPIEPreviewDeviceModule()


className: FPIEPreviewDeviceModule

description: Implements the Preview Device Profile Selector module.

code: class FPIEPreviewDeviceModule : public [IPIEPreviewDeviceModule](API\Runtime\Engine\IPIEPreviewDeviceModule)

AddToDevicePreviewMenuDelegates

type: FAddToDevicePre...


className: FPIEAndroidDeviceProperties

module: PIEPreviewDeviceSpecification

code: struct FPIEAndroidDeviceProperties

type: FPIERHIOverride...

UsingHoudini

type: bool


className: FPIEBezelProperties

code: struct FPIEBezelProperties

BezelViewportRect

type: FPIEPreviewDevi...


className: FPIEIOSDeviceProperties

code: struct FPIEIOSDeviceProperties

NativeScaleFactor

type: float


className: FPIEPreviewDeviceBezelViewportRect


className: FPIEPreviewDeviceSpecifications

code: struct FPIEPreviewDeviceSpecifications

AndroidProperties

type: FPIEAndroidDevi...

BezelProperties

type: FPIEBezelProper...

DevicePlatform

type: EPIEPreviewDevi...

IOSProperties

type: FPIEIOSDevicePr...

ScaleFactors

type: TArray< float >

SwitchProperties

type: FPIESwitchDevic...


className: FPIERHIOverrideState

code: struct FPIERHIOverrideState


className: FPIESwitchDeviceProperties

code: struct FPIESwitchDeviceProperties


code: UPIEPreviewDeviceSpecification ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPIEPreviewDeviceSpecification

code: class UPIEPreviewDeviceSpecification : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Start a group scope. All calls to MapAction will be grouped into the specified group. Should be paired withEndGroup()

module: PinnedCommandList

code: void BeginGroup ( [FName](API\Runtime\Core\UObject\FName) InGroupName )


description: End a group scope. Should be paired withBeginGroup().

code: void EndGroup()


description: FUICommandListinterface

code: virtual bool ExecuteAction ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > InUICommandInfo ) const


className: FOnCustomWidgetInteraction

description: Delegate called when a custom widget is interacted with

code: typedef TMulticastDelegate_TwoParams< void, [FName](API\Runtime\Core\UObject\FName), const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandList_Pinnable](API\Editor\PinnedCommandList\FUICommandList_Pinnable) > & > FOnCustomWidgetInteraction


className: FOnExecuteAction

description: Delegate called when an action is executed

code: typedef TMulticastDelegate_TwoParams< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > &, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandList_Pinnable](API\Editor\PinnedCommandList\FUICommandList_Pinnable) > & > FOnExecuteAction


description:
Get the group this command was mapped into.
the command's group, or NAME_None if the command is not grouped

code: [FName](API\Runtime\Core\UObject\FName) GetMappedCommandGroup ( [FName](API\Runtime\Core\UObject\FName) InCommandName ) const


description:
Get the index this command was mapped to.
the mapped index, or INDEX_NONE if the command is not mapped to this command list

code: int32 GetMappedCommandIndex ( [FName](API\Runtime\Core\UObject\FName) InCommandName ) const


description: Maps a command info to a series of delegates that are executed by a multibox or mouse/keyboard input

code: virtual void MapAction ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > InUICommandInfo, const [FUIAction](API\Runtime\Slate\Framework\Commands\FUIAction) & InUIAction )


description: Delegate called when an custom widget is interacted with


description: Mark that a custom widget was interacted with

code: void WidgetInteraction ( [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier ) const


description: Extended version ofFUICommandListthat allows:

code: class FUICommandList_Pinnable : public [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList)

CommandGroupMap

type: TMap<FName,FN...

description: Map providing a group for each command that was mapped via this command list

CommandIndexMap

type: TMap<FName, in...

description: Map providing an index for each command that was mapped via this command list

CurrentActionIndex

description: Indexused to provide a sort key for actions when mapped

CurrentGroupName

type: FName

description: Current group name

OnCustomWidgetInteractionDelegate

type: FOnCustomWidget...

OnExecuteActionDelegate

type: FOnExecuteActio...


description: Add a command to the pinned list.

code: void AddCommand ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InUICommandInfo, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InUICommandList )


description: RegisterCustomWidget.

code: void AddCustomWidget ( [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier )


description: Bind a command list to this widget. To persist the UI between sessions, register your command lists when this widget is constructed.

code: void BindCommandList ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > & InUICommandList )


description: Bind a pinnable command list to this widget. As well as callingBindCommandList(), this also sets up delegates to forward commands and widget interactions to this command list.

code: void BindCommandList ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList_Pinnable](API\Editor\PinnedCommandList\FUICommandList_Pinnable) > & InUICommandList )


className: FOnGenerateCustomWidget

description: Delegate used to generate custom widgets

code: typedef TBaseDelegate_NoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > FOnGenerateCustomWidget


description: true if any commands are assigned

code: bool HasAnyCommands() const


description: Register a custom widget. This allows the widget to be dynamically reconstructed according to the persisted commands.

code: void RegisterCustomWidget ( [FOnGenerateCustomWidget](API\Editor\PinnedCommandList\IPinnedCommandList\FOnGenerateCustomWidget) InOnGenerateCustomWidget, [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > InCustomWidgetDisplayName, [FMargin](API\Runtime\SlateCore\Layout\FMargin) InCustomWidgetPadding, bool bInShowLabel )


description: Removes all commands in the list

code: void RemoveAllCommands()


description: Remove a command from the pinned list.

code: void RemoveCommand ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > & InUICommandInfo )


description: Remove a custom widget from the pinned list

code: void RemoveCustomWidget ( [FName](API\Runtime\Core\UObject\FName) InCustomWidgetIdentifier )


description: Set a menu style to use when building command widgets.

code: void SetStyle ( const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) * InStyleSet, const [FName](API\Runtime\Core\UObject\FName) & InStyleName )