description: Render shots.

code: void RenderShots ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneCinematicShotSection](API\Runtime\MovieSceneTracks\Sections\UMovieSceneCinematicShotSection) * > & Sections )


description:
Returns whether a sequence is supported by this tool.
true if the type is supported.

module: MovieSceneTools

code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


description: Ticks this tool.

code: virtual void Tick ( float DeltaTime )


description: Constructor

code: FCinematicShotTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FCinematicShotTrackEditor()


className: FCinematicShotTrackEditor

description: Tools for cinematic shots.

code: class FCinematicShotTrackEditor : public [FSubTrackEditor](API\Editor\MovieSceneTools\TrackEditors\FSubTrackEditor)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > OwningSequencer )


description: Extend the object binding track menu for the specified binding and class

code: virtual void ExtendObjectBindingTrackMenu ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > Extender, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ObjectBindings, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description: The default expansion state of this track

code: virtual bool GetDefaultExpansionState ( [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * InTrack ) const


description: Gets a material interface for a specific object binding and material track.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialInterfaceForTrack ( [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding, [UMovieSceneMaterialTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieSceneMaterialTrack) * MaterialTrack )


code: FComponentMaterialTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description:
Returns whether a track class is supported by this tool.
true if the type is supported.

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackClass ) const


className: FComponentMaterialTrackEditor

description: A specialized material track editor for component materials

code: class FComponentMaterialTrackEditor : public [FMaterialTrackEditor](API\Editor\MovieSceneTools\TrackEditors\FMaterialTrackEditor)


description:
Builds an edit widget for the outliner nodes which represent tracks which are edited by this editor.
The the widget to display in the outliner, or an empty shared ptr if not widget is to be displayed.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildOutlinerEditWidget ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track, const [FBuildEditWidgetParams](API\Editor\Sequencer\FBuildEditWidgetParams) & Params )


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialInterfaceForTrack ( [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding, [UMovieSceneMaterialTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieSceneMaterialTrack) * MaterialTrack )


description: Called to generate a section layout for a particular section.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerSection](API\Editor\Sequencer\ISequencerSection) > MakeSectionInterface ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & SectionObject, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) & Track, [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding )


description: Constructor.

code: FMaterialTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FMaterialTrackEditor()


className: FMaterialTrackEditor

description: Track editor for material parameters.

code: class FMaterialTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor)


description: Add a new track to the sequence.

code: virtual [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * AddTrack ( [UMovieScene](API\Runtime\MovieScene\UMovieScene) * FocusedMovieScene, const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectHandle, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackClass, [FName](API\Runtime\Core\UObject\FName) UniqueTypeName )


description: Builds up the object binding track menu for the outliner.

code: virtual void BuildObjectBindingTrackMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ObjectBindings, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description:
Factory function to create an instance of this class (called by a sequencer).
The new instance of this class.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description:
Called when an asset is dropped into Sequencer. Can potentially consume the asset so it doesn't get added as a spawnable.
true if we want to consume this asset, false otherwise.

code: virtual bool HandleAssetAdded ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FGuid](API\Runtime\Core\Misc\FGuid) & TargetObjectGuid )


code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > Type ) const


description: Creates and initializes a new instance.

code: FSpawnTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: FSpawnTrackEditor

description: A property track editor for controlling the lifetime of a sapwnable objectTODO: Don't derive from bool property track editor here since it doesn't actually edit bool property tracks.

code: class FSpawnTrackEditor : public [FBoolPropertyTrackEditor](API\Editor\MovieSceneTools\TrackEditors\PropertyTrackEditors\FBoolPropertyTra-)


description: Starts a new dilate operation

code: void BeginDilateSection()


description: Starts a resize operation

code: void BeginResizeSection()


description: Dilates the section

code: void DilateSection ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & NewRange, float DilationFactor )


description: Starts a new slip operation

code: void BeginSlipSection()


description: Resizes the section, returns the new resize time

code: [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) ResizeSection ( ESequencerSectionResizeMode ResizeMode, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) ResizeTime )


description: Slips the section, returns the new slip time

code: [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) SlipSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) SlipTime )


code: FSubSectionEditorUtil ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) & InSection )


className: FSubSectionEditorUtil

description: Utility class for editing (resize/slip) sub-sequence sections.

code: class FSubSectionEditorUtil


code: FSubSectionPainterParams()


code: FSubSectionPainterParams ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InContentPadding )


className: FSubSectionPainterParams

description: Parameters for painting a sub-section.

code: struct FSubSectionPainterParams

bDrawFrameNumberHintWhenSelected

type: bool

ContentPadding

type: FMargin


description: Paints the sub-section, mostly by painting loop boundaries, if appropriate

code: static FSubSectionPainterResult PaintSection ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [ISequencer](API\Editor\Sequencer\ISequencer) > Sequencer, const [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) & SectionObject, [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & InPainter, [FSubSectionPainterParams](API\Editor\MovieSceneTools\TrackEditors\FSubSectionPainterParams) Params )


className: FSubSectionPainterUtil

description: Utility class for drawing sub-sequence sections.

code: class FSubSectionPainterUtil


description: Generate a menu for takes for this section

code: virtual void AddTakesMenu ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * Section, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Builds up the sequencer's "Add Track" menu.

code: virtual void BuildAddTrackMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildOutlinerEditWidget ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track, const [FBuildEditWidgetParams](API\Editor\Sequencer\FBuildEditWidgetParams) & Params )


description:
The purpose of this method is to disallow circular references between sub-sequences in the focused movie scene.
true if the sequence can be added as a sub-sequence, false otherwise.

code: bool CanAddSubSequence ( const [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) & Sequence ) const


description: Whether to handle this asset being dropped onto the sequence as opposed to a specific track.

code: virtual bool CanHandleAssetAdded ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence ) const


description: Switch the selected section's take sequence

code: virtual void ChangeTake ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


description: Create a new take of the given section

code: virtual void CreateNewTake ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * Section )


description: Deprecated* CreateNewTrack has been deprecated, please implement GetSubTrackClass

code: virtual [UMovieSceneSubTrack](API\Runtime\MovieScene\Tracks\UMovieSceneSubTrack) * CreateNewTrack ( [UMovieScene](API\Runtime\MovieScene\UMovieScene) * MovieScene ) const


description:
Creates an instance of this class. Called by a sequencer
The new instance of this class

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > OwningSequencer )


description: Duplicate the section into this track

code: virtual void DuplicateSection ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * Section )


description: Edit the section's metadata

code: virtual void EditMetaData ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * Section )


description: Find or create a sub track. If the given track is a subtrack, it will be returned.

code: [UMovieSceneSubTrack](API\Runtime\MovieScene\Tracks\UMovieSceneSubTrack) * FindOrCreateSubTrack ( [UMovieScene](API\Runtime\MovieScene\UMovieScene) * MovieScene, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track ) const


description: Get the sub sequence directory

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


description: Get the default sub sequence name

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


description: Gets an icon brush for this track editor

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


description: Get the display name for the sub section

code: virtual [FString](API\Runtime\Core\Containers\FString) GetSubSectionDisplayName ( const [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * Section ) const


description: Get the brush used for the sub track editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetSubTrackBrushName() const


description: Get theUMovieSceneSubTrackclass

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSubTrack](API\Runtime\MovieScene\Tracks\UMovieSceneSubTrack) > GetSubTrackClass() const


description: Get the name of the sub track

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSubTrackName() const


description: Get the tooltip for this sub track editor

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSubTrackToolTip() const


description: Get the list of supported sequence class paths

code: virtual void GetSupportedSequenceClassPaths ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutClassPaths ) const


description: Callback for generating the menu of the "Add Sequence" combo button.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleAddSubSequenceComboButtonGetMenuContent ( [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * InTrack )


description: Callback for determining whether the "Add Subsequence" menu entry can execute.

code: virtual bool HandleAddSubTrackMenuEntryCanExecute() const


description: Callback for executing the "Add Subsequence" menu entry.


description: Insert sequence into this track

code: virtual void InsertSection ( [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track )


description:
Called when an asset is dropped into Sequencer. Can potentially consume the asset so it doesn't get added as a spawnable.
true if we want to consume this asset, false otherwise.

code: virtual bool HandleAssetAdded ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FGuid](API\Runtime\Core\Misc\FGuid) & TargetObjectGuid )


description:
Called when attempting to drop an asset directly onto a track.
Whether the drop event can be handled.

code: virtual bool OnAllowDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, [FSequencerDragDropParams](API\Editor\Sequencer\FSequencerDragDropParams) & DragDropParams )


description: Called to generate a section layout for a particular section.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerSection](API\Editor\Sequencer\ISequencerSection) > MakeSectionInterface ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & SectionObject, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) & Track, [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding )


description:
Called when an asset is dropped directly onto a track.
Whether the drop event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, const [FSequencerDragDropParams](API\Editor\Sequencer\FSequencerDragDropParams) & DragDropParams )


description:
Returns whether a sequence is supported by this tool.
true if the type is supported.

code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


description:
Returns whether a track class is supported by this tool.
true if the type is supported.

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackClass ) const


description: Deprecated* SwitchTake has been deprecated, please useChangeTake(UMovieSceneSequence*)

code: virtual void SwitchTake ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TakeObject )


description: Constructor

code: FSubTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description:
The purpose of this method is to disallow circular references between sub-sequences in the focused movie scene.
true if the sequence can be added as a sub-sequence, false otherwise.

code: static bool CanAddSubSequence ( const [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * CurrentSequence, const [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) & SubSequence )


description: Virtual destructor.

code: virtual ~FSubTrackEditor()


className: FSubTrackEditor

description: Tools for subsequences

code: class FSubTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor)


code: static [UMovieSceneMetaData](API\Runtime\MovieScene\UMovieSceneMetaData) * FindOrAddMetaData ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetMetaDataText ( const [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * Sequence )


className: FSubTrackEditorUtil

code: class FSubTrackEditorUtil


description:
Creates an instance of this class (called by a sequencer).
The new instance of this class.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > OwningSequencer )


description: Generates keys based on the new value from the property property change parameters.

code: virtual void GenerateKeysFromPropertyChanged ( const [FPropertyChangedParams](API\Editor\Sequencer\FPropertyChangedParams) & PropertyChangedParams, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, FGeneratedTrackKeys & OutGeneratedKeys )


description: Retrieve a list of all property types that this track editor animates

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FAnimatedPropertyKey](API\Editor\Sequencer\FAnimatedPropertyKey), TInlineAllocator< 1 > > GetAnimatedPropertyTypes()


description: Constructor.

code: FBoolPropertyTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: FBoolPropertyTrackEditor

description: A property track editor for Booleans.

code: class FBoolPropertyTrackEditor : public [FPropertyTrackEditor< UMovieSceneBoolTrack >](API\Editor\MovieSceneTools\FPropertyTrackEditor)


code: virtual void BeginResizeSection()


code: virtual void BeginDilateSection()


code: virtual void BeginSlipSection()


code: virtual void DilateSection ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & NewRange, float DilationFactor )


code: virtual float GetSectionHeight() const


code: template<typename SectionType> SectionType & GetSectionObjectAs()


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetSectionObject()


code: template<typename SectionType> const SectionType & GetSectionObjectAs() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionTitle() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionToolTip() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > GetSequencer() const


code: const [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) & GetSubSectionObject() const


code: virtual bool IsReadOnly() const


code: virtual int32 OnPaintSection ( [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & InPainter ) const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnSectionDoubleClicked ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SectionGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual void ResizeSection ( ESequencerSectionResizeMode ResizeMode, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) ResizeTime )


code: virtual void SlipSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) SlipTime )


className: TrackHeight

code: static const float TrackHeight = 50.f;


code: template<typename... ParentCtorParams> TSubSectionMixin ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer, [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) & InSection, ParentCtorParams &&... Params )


className: TSubSectionMixin

description: This mixin effectively wraps the 2 utility classes above, hooks them up to theISequencerSectioninterface, and implements a few otherISequencerSectioninterface methods. As such, it's mostly handy boilerplate code, which you can avoid (if it doesn't fit your use-case) in favour of using the uility classes above directly.

code: template<typename ParentSectionClass> class TSubSectionMixin : public ParentSectionClass


code: bool operator== ( const [FThumbnailCacheData](API\Editor\MovieSceneTools\TrackEditorThumbnail\FThumbnailCacheData) & RHS ) const


code: bool operator!= ( const [FThumbnailCacheData](API\Editor\MovieSceneTools\TrackEditorThumbnail\FThumbnailCacheData) & RHS ) const


className: FThumbnailCacheData

description: Cache data

code: struct FThumbnailCacheData

AllottedSize

type: FIntPoint

description: Physical size of the thumbnail area

DesiredSize

description: Desired frame size constraint

Quality

type: EThumbnailQuali...

description: Thumbnail quality

SingleReferenceFrame

type: TOptional< doub...

description: Set when we want to render a single reference frame

TimeRange

type: TRange< double ...

description: The total range to generate thumbnails for

VisibleRange

description: The visible range of our thumbnails we can see on the UI


description: Assign this thumbnail from a slate texture.

code: void AssignFrom ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateTextureData](API\Runtime\SlateCore\Textures\FSlateTextureData), ESPMode::ThreadSafe > InTextureData )


description: Destroy the texture on the next tick

code: void DestroyTexture()


description: Get the desired size for this thumbnail on the UI

code: FIntPoint GetDesiredSize() const


description: Get the time at which this thumbnail should be drawn

code: double GetEvalPosition() const


description: Renders the thumbnail to the texture.

code: void DrawThumbnail()


description: Gets the curve for fading in the thumbnail.

code: float GetFadeInCurve() const


description: Access the (potentially null) render target to be used for rendering onto this thumbnail


description: Returns the size of the viewport

code: virtual FIntPoint GetSize() const


description: Get the full time-range that this thumbnail occupies

code: const [TRange](API\Runtime\Core\Math\TRange)< double > GetTimeRange() const


description: Returns a slate texture used to draw the rendered viewport in Slate.

code: virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetViewportRenderTargetTexture() const


description: Returns true if the viewport should be vsynced.

code: virtual bool RequiresVsync() const


description: Ensure that this thumbnail has a render target of the specified size

code: void ResizeRenderTarget ( const FIntPoint & InSize )


description: Prompt this thumbnail to fade in

code: void SetupFade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InWidget )


description: Create and initialize a new instance.

code: FTrackEditorThumbnail ( const FOnThumbnailDraw & InOnDraw, const FIntPoint & InDesiredSize, [TRange](API\Runtime\Core\Math\TRange)< double > InTimeRange, double InPosition )


description: Virtual destructor.

code: virtual ~FTrackEditorThumbnail()


className: FTrackEditorThumbnail

description: Track Editor Thumbnail, which keeps a Texture to be displayed by a viewport.

code: class FTrackEditorThumbnail : public [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport), public [TSharedFromThis< FTrackEditorThumbnail >](API\Runtime\Core\Templates\TSharedFromThis)

bHasFinishedDrawing

type: FThreadSafeBool

description: True when this thumbnail has been drawn, false otherwise

bIgnoreAlpha

description: True to ignore alpha on this thumbnail

SortOrder

description: Sort order for this thumbnail


code: FIntPoint CalculateTextureSize ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewInfo ) const


code: void ComputeNewThumbnails()


code: void DrawViewportThumbnail ( [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) & TrackEditorThumbnail )


code: void DrawThumbnail ( [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) & TrackEditorThumbnail )


code: void GenerateBack ( const [TRange](API\Runtime\Core\Math\TRange)< double > & Boundary )


code: void GenerateFront ( const [TRange](API\Runtime\Core\Math\TRange)< double > & Boundary )


code: [TOptional](API\Runtime\Core\IO\TOptional)< double > GetSingleReferenceFrame() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) > > & GetThumbnails() const


code: void Revalidate ( double InCurrentTime )


code: void SetSingleReferenceFrame ( [TOptional](API\Runtime\Core\IO\TOptional)< double > InReferenceFrame )


code: bool ShouldRegenerateEverything() const


code: void Update ( const [TRange](API\Runtime\Core\Math\TRange)< double > & NewRange, const [TRange](API\Runtime\Core\Math\TRange)< double > & VisibleRange, const FIntPoint & AllottedSize, const FIntPoint & InDesiredSize, EThumbnailQuality InQuality, double InCurrentTime )


code: void UpdateFilledThumbnails()


code: void UpdateSingleThumbnail()


code: FTrackEditorThumbnailCache ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackEditorThumbnailPool](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnailPool) > & ThumbnailPool, [IViewportThumbnailClient](API\Editor\MovieSceneTools\TrackEditorThumbnail\IViewportThumbnailClient) * InViewportThumbnailClient )


code: FTrackEditorThumbnailCache ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackEditorThumbnailPool](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnailPool) > & ThumbnailPool, [ICustomThumbnailClient](API\Editor\MovieSceneTools\TrackEditorThumbnail\ICustomThumbnailClient) * InCustomThumbnailClient )


code: ~FTrackEditorThumbnailCache()


className: FTrackEditorThumbnailCache

code: class FTrackEditorThumbnailCache

bForceRedraw

description: Whether to force a redraw or not

CurrentCache

type: FThumbnailCache...

CustomThumbnailClient

type: ICustomThumbnai...

LastComputationTime

type: double

ThumbnailPool

type: TWeakPtr<FTrac...

description: The thumbnail pool that we are sending all of our thumbnails to.

Thumbnails

type: TArray<TShared...

ViewportThumbnailClient

type: IViewportThumbn...

description: Thumbnail client used for paint notifications


description: Requests that the passed in thumbnails need to be drawn

code: void AddThumbnailsNeedingRedraw ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) >> & InThumbnails )


description:
Draws a small number of thumbnails that are enqueued for drawing
Whether thumbnails were drawn

code: bool DrawThumbnails()


code: void SetupViewportEngineFlags()


description: Informs the pool that the thumbnails passed in no longer need to be drawn

code: void RemoveThumbnailsNeedingRedraw ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) >> & InThumbnails )


code: FTrackEditorThumbnailPool ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: FTrackEditorThumbnailPool

description: Track Editor Thumbnail pool, which keeps a list of thumbnails that need to be drawn and draws them incrementally.

code: class FTrackEditorThumbnailPool


code: virtual void Draw ( [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) & TrackEditorThumbnail )


code: virtual void PostDraw ( [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) & TrackEditorThumbnail )


className: ICustomThumbnailClient

description: Custom thumbnail drawing client interface

code: struct ICustomThumbnailClient


code: virtual [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * GetViewCamera()


code: virtual void PreDraw ( [FTrackEditorThumbnail](API\Editor\MovieSceneTools\TrackEditorThumbnail\FTrackEditorThumbnail) & TrackEditorThumbnail )


className: IViewportThumbnailClient

description: Client interface for thumbanils that render the current world from a viewport

code: struct IViewportThumbnailClient


description: Add additional format mappings to be used when generating filenames

code: virtual void AddFormatMappings ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & OutFormatMappings, const [FFrameMetrics](API\Runtime\MovieSceneCapture\FFrameMetrics) & FrameMetrics ) const


className: AutomatedLevelSequenceCaptureUIName

description: This name is used by the UI to save/load a specific instance of the settings from config that doesn't affect the CDO which would affect scripting environments.

code: static const [FName](API\Runtime\Core\UObject\FName) AutomatedLevelSequenceCaptureUIName = FName(TEXT("AutomatedLevelSequenceCaptureUIInstance"));


description: Shut down this movie capture

code: virtual void Close()


description: Custom, additional json deserialization

code: virtual void DeserializeAdditionalJson ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


className: ELevelSequenceCaptureState

description: Which state we're in right now

code: enum ELevelSequenceCaptureState { Setup, DelayBeforeWarmUp, ReadyToWarmUp, WarmingUp, FinishedWarmUp, Paused, FinishedPause, }


description: Initialize this capture object by binding it to the specified viewport

code: virtual void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > Viewport, int32 PIEInstance )


description: Load save from config helpers

code: virtual void LoadFromConfig()


code: virtual void SaveToConfig()


description: Custom, additional json serialization

code: virtual void SerializeAdditionalJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object )


description: Override the render frames with the given start/end frames. Restore the values when done rendering.

code: void SetFrameOverrides ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InStartFrame, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InEndFrame )


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


className: UAutomatedLevelSequenceCapture

code: class UAutomatedLevelSequenceCapture : public [UMovieSceneCapture](API\Runtime\MovieSceneCapture\UMovieSceneCapture)

BurnInOptions

type: TObjectPtr<ULe...

bUseCustomEndFrame

description: When enabled, the EndFrame setting will override the default ending frame number

bUseCustomStartFrame

description: When enabled, the StartFrame setting will override the default starting frame number

bWriteEditDecisionList

description: Whether to write edit decision lists (EDLs) if the sequence contains shots

bWriteFinalCutProXML

description: Whether to write Final Cut Pro XML files (XMLs) if the sequence contains shots

CustomEndFrame

type: FFrameNumber

description: Frame number to end capturing.

CustomStartFrame

description: Frame number to start capturing.

DelayBeforeShotWarmUp

type: float

description: The number of seconds to wait (in real-time) at shot boundaries.

DelayBeforeWarmUp

description: The number of seconds to wait (in real-time) before we start playing back the warm up frames.

DelayEveryFrame

description: The number of seconds to wait (in real-time) at every frame.

LevelSequenceAsset

type: FSoftObjectPath

description: A level sequence asset to playback at runtime - used where the level sequence does not already exist in the world.

ShotName

type: FString

description: Optional shot name to render. The frame range to render will be set to the shot frame range.

WarmUpFrameCount

description: The number of extra frames to play before the sequence's start frame, to "warm up" the animation.


description: Ask the host to inform us of how long the capture duration is expected to be. Should only be used as an estimate due to the possible complexities in calculating the duration due to handle frames, warmups, etc.

code: virtual double GetEstimatedCaptureDurationSeconds() const


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetObjectMovieScene() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Attempt to load the sequence from which to choose a binding

code: [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * GetSequence() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Does the node context menu inherit parent class's menu

code: virtual bool IncludeParentNodeContextMenu() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


code: class UK2Node_GetSequenceBinding : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

Binding

type: FMovieSceneObje...

description: The user-selected literal binding identifier from the sequence to use

SourceSequence

description: The sequence from which to choose a binding identifier


className: UMovieSceneDynamicBindingEndpointUtil

description: Dummy class, used for easily getting a validUFunctionthat helps prepare blueprint function graphs.

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


code: UMovieSceneToolsProjectSettings()


className: UMovieSceneToolsProjectSettings

description: Settings for the level sequences.

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

DefaultDuration

description: The default duration for new level sequences in seconds.

DefaultStartTime

description: The default start time for new level sequences, in seconds.

FbxSettings

type: TArray<FMovieS...

description: Mapping between fbx property name and property track path

FirstShotNumber

description: The first shot number.

FirstTakeNumber

description: The first take number.

ShotDirectory

description: The default directory for the shots.

ShotIncrement

description: The default shot increment.

ShotNumDigits

description: The number of digits for the shot number.

ShotPrefix

description: The default prefix for shot names.

SubsequenceDirectory

description: The default directory for the subsequences.

SubsequencePrefix

description: The default prefix for subsequence names.

TakeNumDigits

description: The number of digits for the take number.

TakeSeparator

description: Character separator between the shot number and the take number.


description: Load the default or metahuman preset into the current mappings

code: void LoadControlMappingsFromPreset ( bool bMetaHumanPreset )


code: UMovieSceneUserExportFBXControlRigSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


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

bASCII

type: uint32:  1

description: If enabled, save as ascii instead of binary

bExportLocalTime

description: If enabled, export sequencer animation in its local time, relative to its sequence.

bExportOnlySelectedControls

type: bool

description: Whether or not import onto selected controls or all controls

bForceFrontXAxis

description: Whether to force the front axis to be align with X instead of -Y.

ControlChannelMappings

type: TArray<FContro...

description: Mappings for how Control Rig Control Attributes Map to the incoming Transforms

ExportFileName

description: Imported File Name

FbxExportCompatibility

type: EFbxExportCompa...

description: This will set the fbx sdk compatibility when exporting to fbx file. The default value is 2013


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


code: UMovieSceneUserImportFBXControlRigSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


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

bConvertSceneUnit

description: Convert the scene from FBX unit to UE unit(centimeter)

bInsertAnimation

description: Whether or not we insert or replace, by default we insert

bSpecifyTimeRange

description: Whether to import over specific Time Range

bStripNamespace

description: Strip namespaces from FBX node names

EndTimeRange

description: End Time Range To Import

FindAndReplaceStrings

description: Strings To Find in the Import and Replace With

ImportedEndTime

description: Imported File

ImportedFileName

description: Imported File Name

ImportedFrameRate

description: Incoming File Frame Rate

ImportedNodeNames

type: TArray<FString...

description: List Of Imported Names in FBX File

ImportedStartTime

description: Imported File Duration in Seconds

ImportUniformScale

description: Import Uniform Scale

StartTimeRange

description: Start Time Range To Import

TimeToInsertOrReplaceAnimation

description: Time that we insert or replace the imported animation


code: UMovieSceneUserImportFBXSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UMovieSceneUserImportFBXSettings

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

bCreateCameras

description: Whether to create cameras if they don't already exist in the level.

bMatchByNameOnly

description: Whether to match fbx node names to sequencer node names.

bReduceKeys

description: Whether to remove keyframes within a tolerance from the imported tracks

bReplaceTransformTrack

description: Whether to replace the existing transform track or create a new track/section

ImportUniformScale

description: Import Uniform Scale

ReduceKeysTolerance

description: The tolerance for reduce keys


code: void BroadcastRedrawThumbnails() const


className: FOnForceRedraw

code: class FOnForceRedraw : public TBaseMulticastDelegate_NoParams< void >


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMovieSceneUserThumbnailSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UMovieSceneUserThumbnailSettings

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

bDrawSingleThumbnails

description: Whether to draw a single thumbnail for this section or as many as can fit

bDrawThumbnails

description: Whether to draw thumbnails or not

Quality

type: EThumbnailQuali...

description: Quality to render the thumbnails with

ThumbnailSize

type: FIntPoint

description: Size at which to draw thumbnails on thumbnail sections

ViewState

type: FSceneViewState...

description: Temporal history for the view required for advanced features(e.g., eye adaptation) on all thumbnails


description:
Creates and show a window with an SNewLevelDialog
true if the user selected a valid item, false if the user canceled

module: NewLevelDialog

code: virtual bool CreateAndShowNewLevelDialog ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ParentWidget, [FString](API\Runtime\Core\Containers\FString) & OutTemplateMapPackageName, bool bShowPartitionedTemplates, bool & bOutPartitionedWorld, [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) * OutTemplateMapInfo, [EShowEmptyTemplate](API\Editor\NewLevelDialog\FNewLevelDialogModule\EShowEmptyTemplate) ShowEmptyTemplate )


code: virtual bool CreateAndShowTemplateDialog ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ParentWidget, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [TArray](API\Runtime\Core\Containers\TArray)< [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) > & Templates, [FString](API\Runtime\Core\Containers\FString) & OutTemplateMapPackageName, bool bShowPartitionedTemplates, bool & bOutPartitionedWorld, [FTemplateMapInfo](API\Editor\UnrealEd\Editor\FTemplateMapInfo) * OutTemplateMapInfo, [EShowEmptyTemplate](API\Editor\NewLevelDialog\FNewLevelDialogModule\EShowEmptyTemplate) ShowEmptyTemplate )


className: EShowEmptyTemplate

description: Control if 'Empty Level' template should appear or not

code: enum EShowEmptyTemplate { Show, Hide, }


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

code: virtual void ShutdownModule()


className: NewLevelDialogAppIdentifier

description: New Level Dialog app identifier string

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


description: Called right after the plugin DLL has been loaded and the plugin object has been created

code: virtual void StartupModule()


className: FNewLevelDialogModule

description: New Level Dialog module

code: class FNewLevelDialogModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Virtual destructor

module: OverlayEditor

code: virtual ~IOverlayEditorModule()


className: IOverlayEditorModule

description: Interface for the OverlayEditor module

code: class IOverlayEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Adds a new button to the package dialog window

module: PackagesDialog

code: virtual void AddButton ( EDialogReturnType Type, const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTip, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > Disabled )


code: virtual void AddButton ( EDialogReturnType Type, EDialogButtonStyle ButtonStyle, const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & ToolTip, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > Disabled )


description: Adds a new item to the checkbox that represents a package

code: virtual void AddPackageItem ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, ECheckBoxState InChecked, bool InDisabled, [FString](API\Runtime\Core\Containers\FString) InIconName, [FString](API\Runtime\Core\Containers\FString) InIconToolTip )


description: Used to create the package dialog window

code: virtual void CreatePackagesDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Message, bool InReadOnly, bool InAllowSourceControlConnection, const FSimpleDelegate & InOnSourceControlStateChanged )


description: A default window size for the package dialog

code: static const FVector2D DEFAULT_WINDOW_SIZE = FVector2D(640, 492);


description: Extra window width if source control connection is allowed

code: static const FVector2D EXTRA_WINDOW_WIDTH = FVector2D(150, 0);


description: Populates the passed in array with the desired packages

code: virtual void GetResults ( [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutPackages, ECheckBoxState InChecked )


description:
Checks to see if the window is currently initialized
True if initialized, otherwise false

code: virtual bool IsWindowInitialized() const


description: Called when a module has been changed (unloaded, loaded, etc)

code: void OnModulesChanged ( [FName](API\Runtime\Core\UObject\FName) ModuleThatChanged, EModuleChangeReason ReasonForChange )


description: Removes all package items from the dialog

code: virtual void RemoveAllPackageItems()


description: Removes the package dialog window

code: virtual void RemovePackagesDialog()


description: Sets the message displayed in the package dialog

code: virtual void SetMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & InMessage )


description: Sets the warning message displayed in the package dialog

code: virtual void SetWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & InMessage )


description:
Shows the package dialog window as a modal window
Which button was pressed


code: virtual EDialogReturnType ShowPackagesDialog ( [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InOutIgnoredPackages )


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


className: FPackagesDialogModule

code: class FPackagesDialogModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: AActorinterface

module: Persona

code: virtual void K2_DestroyActor()


className: AAnimationEditorPreviewActor

code: class AAnimationEditorPreviewActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateAngularVelocity ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::CalculateBoneOrientation ( FVector & RollPitchYaw, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const int32 Key, const [FName](API\Runtime\Core\UObject\FName) BoneName, const FTransform & BoneOffset, const T & AnalysisProperties, const FVector & FrameFacingDir, const FVector & FrameRightDir, const FVector & FrameUpDir ) }


description: Helper to extract the component from the FVector functions

code: namespace BlendSpaceAnalysis { template<typename FunctionType, typename T> static bool BlendSpaceAnalysis::CalculateComponentSampleValue ( double & Result, const FunctionType & Fn, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename FunctionType, typename T> static bool BlendSpaceAnalysis::CalculateComponentSampleValue ( float & Result, const FunctionType & Fn, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateDeltaPosition ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


description: Note that if a looping animation has 56 keys, then its first key is 0 and last is 55, but these will be identical poses. Thus it has one fewer intervals/unique keys

code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateDeltaOrientation ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::CalculateFrameTM ( bool & bNeedToUpdateFrameTM, FTransform & FrameTM, const int32 SampleKey, const T & AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation ) }


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateOrientation ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculatePosition ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateVelocity ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { template<typename T> static bool BlendSpaceAnalysis::CalculateOrientationRate ( FVector & Result, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) & BlendSpace, const T * AnalysisProperties, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const float RateScale ) }


code: namespace BlendSpaceAnalysis { FVector BlendSpaceAnalysis::GetAxisFromTM ( const FTransform & TM, EAnalysisLinearAxis Axis ) }


description: Retrieves the bone index and transform offset given the BoneSocketTarget. Returns true if found.

code: namespace BlendSpaceAnalysis { bool BlendSpaceAnalysis::GetBoneInfo ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & BoneSocket, FTransform & BoneOffset, [FName](API\Runtime\Core\UObject\FName) & BoneName ) }


code: namespace BlendSpaceAnalysis { FTransform BlendSpaceAnalysis::GetBoneTransform ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & Animation, int32 Key, const [FName](API\Runtime\Core\UObject\FName) & BoneName ) }


code: namespace BlendSpaceAnalysis { template<typename T> void BlendSpaceAnalysis::GetFrameDirs ( FVector & FrameFacingDir, FVector & FrameUpDir, FVector & FrameRightDir, const FTransform & FrameTM, const T & AnalysisProperties ) }


className: CreateBodyHitProxyFn

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [HHitProxy](API\Runtime\Engine\HHitProxy) *(const int32 BodyIndex, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, const int32 PrimitiveIndex) > CreateBodyHitProxyFn


className: CreateConstraintHitProxyFn

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [HHitProxy](API\Runtime\Engine\HHitProxy) *(const int32 InConstraintIndex) > CreateConstraintHitProxyFn


code: namespace EAnimationPlaybackSpeeds { enum Type { OneTenth = 0, Quarter, Half, ThreeQuarters, Normal, Double, FiveTimes, TenTimes, Custom, NumPlaybackSpeeds, } }


code: namespace EDisplayInfoMode { enum Type { None, Basic, Detailed, SkeletalControls, NumInfoModes, } }


code: namespace ELocalAxesMode { enum Type { None, Selected, All, NumAxesModes, } }


code: [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & operator= ( const [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & )


code: FAnimAssetFindReplaceConfig ( const [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & )


className: FAnimAssetFindReplaceConfig

description: Configuration for the find/replace tab

code: struct FAnimAssetFindReplaceConfig

InitialProcessorClass

type: TSubclassOf<UA...

description: The initial processor class to use


description: Computes a matrix to use for viewport location and rotation

code: virtual FMatrix CalcViewRotationMatrix ( const FRotator & InViewRotation ) const


description: Whether or not the widget mode can be cycled

code: virtual bool CanCycleWidgetMode() const


description: Check whether we can save this camera as default

code: bool CanSaveCameraAsDefault() const


description: Clear any default camera for mesh

code: void ClearDefaultCamera()


description: FViewElementDrawerinterface

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Called to draw onto the viewports 2D canvas

code: virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description: Function to display debug lines generated from skeletal controls in animBP mode

code: void DrawNodeDebugLines ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & Lines, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FSceneView](API\Runtime\Engine\FSceneView) * View )


description: Draws Mesh Sockets in foreground - bUseSkeletonSocketColor = true for grey (skeleton), false for red (mesh)

code: static void DrawSockets ( const [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InPreviewMeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > & InSockets, [FSelectedSocketInfo](API\Editor\UnrealEd\Animation\FSelectedSocketInfo) InSelectedSocket, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, bool bUseSkeletonSocketColor )


description: Draw call to render UV overlay

code: void DrawUVsForMesh ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, int32 InTextYPos, [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent )


description: Places the viewport camera at a good location to view the preview target

code: void FocusViewportOnPreviewMesh ( bool bUseCustomCamera )


description: Places the viewport camera at a good location to view the supplied sphere

code: void FocusViewportOnSphere ( FSphere & Sphere, bool bInstant )


description: Get the asset editor we are embedded in

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > GetAssetEditorToolkit() const


description: Get the Bone local axis mode


description: Function to get current brightness value

code: float GetBrightnessValue() const


description: Get the bone name to use when CameraFollowMode is EAnimationViewportCameraFollowMode::Bone


description: Get the camera follow mode


description: Returns the desired target of the camera

code: FSphere GetCameraTarget()


code: float GetCustomAnimationSpeed() const


description: Function to display warning and info text on the viewport when outside of animBP mode

code: [FText](API\Runtime\Core\Internationalization\FText) GetDisplayInfo ( bool bDisplayAllInfo ) const


description: Returns the floor height offset

code: float GetFloorOffset() const


description: Get the persona mode manager

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


description: Get the playback speed mode


description: Get the preview scene we are viewing

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


description: Whether or not to lock the camera's rotation to a specified bone's orientation


description: Returns the UV Channel that will be drawn when Draw UV Overlay is turned on

code: int32 GetUVChannelToDraw() const


description: Get the viewport index (0-3) for this client

code: int32 GetViewportIndex() const


description: The current coordinate system for drawing and input of the transform widget. For world coordiante system return the identity matrix

code: virtual FMatrix GetWidgetCoordSystem() const


description: The coordinate system space (world or local) to display the widget in

code: virtual ECoordSystem GetWidgetCoordSystemSpace() const


description: VirtualUE::Widget::EWidgetModeGetWidgetMode() constoverride; virtual voidSetWidgetMode(UE::Widget::EWidgetMode InWidgetMode)override; virtual boolCanSetWidgetMode(UE::Widget::EWidgetMode NewMode) constoverride;

code: virtual FVector GetWidgetLocation() const


className: GridParam

code: enum GridParam { MinCellCount = 64, MinGridSize = 2, MaxGridSize = 50, }


description: Handle a change in the skeletal mesh mesh component being used for preview changing

code: void HandleOnMeshChanged()


description: Handle a change in the skeletal mesh phusics component being used for preview changing

code: void HandleOnSkelMeshPhysicsCreated()


description: Handle the skeletal mesh mesh component being used for preview changing

code: void HandleSkeletalMeshChanged ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * OldSkeletalMesh, class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewSkeletalMesh )


description: Delegate handler fired when a show flag is toggled

code: virtual void HandleToggleShowFlag ( [FEngineShowFlags::EShowFlag](API\Runtime\Engine\FEngineShowFlags\EShowFlag) EngineShowFlagIndex )


description: Returns whether we have a default camera set for this mesh

code: bool HasDefaultCameraSet() const


description: Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description:
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
True to consume the axis movement, false to pass it on.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description: Deprecated* This version of InputKey is deprecated. Please use the version that takes EventArgs instead.

code: virtual bool InputKey ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


description: Function to check whether audio is muted or not

code: bool IsAudioMuted() const


description: Function to check whether floor is auto align or not

code: bool IsAutoAlignFloor() const


description: Bone Draw mode checking function for the EBoneDrawType

code: bool IsBoneDrawModeSet ( [EBoneDrawMode::Type](API\Runtime\Engine\EBoneDrawMode__Type) AxesMode ) const


description: Whether detailed mesh stats are being displayed or basic mesh stats

code: bool IsDetailedMeshStats() const


description: Local axes mode checking function for the ELocalAxesType

code: bool IsLocalAxesModeSet ( [ELocalAxesMode::Type](API\Editor\Persona\ELocalAxesMode__Type) AxesMode ) const


description: Callback for checking the normals show flag.

code: bool IsSetCPUSkinningChecked() const


description: Callback for checking whether the UV drawing is switched on.

code: bool IsSetDrawUVOverlayChecked() const


code: bool IsSetShowNormalsChecked() const


description: Callback for checking the binormals show flag.

code: bool IsSetShowBinormalsChecked() const


description: Callback for checking the tangents show flag.

code: bool IsSetShowTangentsChecked() const


description: Whether or not mesh stats are being displayed

code: bool IsShowingMeshStats() const


description: Whether or not selected node stats are being displayed

code: bool IsShowingSelectedNodeStats() const


description: Check whether we are using audio attenuation

code: bool IsUsingAudioAttenuation() const


description: Jump to the meshes default camera

code: void JumpToDefaultCamera()


description: Called when viewport focuses on a selection

code: void OnFocusViewportToSelection()


description: Function to set mesh stat drawing state

code: void OnSetShowMeshStats ( int32 ShowMode )


description: Function to enable/disable floor auto align

code: void OnToggleAutoAlignFloor()


description: Function to mute/unmute audio in the viewport

code: void OnToggleMuteAudio()


description: Set whether to use audio attenuation

code: void OnToggleUseAudioAttenuation()


description: Draws Gizmo for the Transform in foreground

code: static void RenderGizmo ( const FTransform & Transform, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Rotate through viewport view options

code: virtual void RotateViewportType()


description: Save current camera as default for mesh

code: void SaveCameraAsDefault()


description: Function to set background color

code: void SetBackgroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Function to set Bone Draw mode for the EBoneDrawType

code: void SetBoneDrawMode ( [EBoneDrawMode::Type](API\Runtime\Engine\EBoneDrawMode__Type) AxesMode )


description: Function to set brightness value

code: void SetBrightnessValue ( float Value )


description: Access Bone Draw size config option

code: void SetBoneDrawSize ( const float InBoneDrawSize )


description: Set the camera follow mode

code: void SetCameraFollowMode ( EAnimationViewportCameraFollowMode Mode, [FName](API\Runtime\Core\UObject\FName) InBoneName )


description: Access CustomAnimationSpeed config option

code: void SetCustomAnimationSpeed ( const float InCustomAnimationSpeed )


description: Callback for toggling UV drawing in the viewport

code: void SetDrawUVOverlay ( bool bInDrawUVs )


description: Sets the floor height offset, saves it to config and invalidates the viewport so it shows up immediately

code: void SetFloorOffset ( float NewValue )


description: Function to set Local axes mode for the ELocalAxesType

code: void SetLocalAxesMode ( [ELocalAxesMode::Type](API\Editor\Persona\ELocalAxesMode__Type) AxesMode )


description: Set the playback speed mode

code: void SetPlaybackSpeedMode ( [EAnimationPlaybackSpeeds::Type](API\Editor\Persona\EAnimationPlaybackSpeeds__Type) InMode )


description: Called to do any additional set up of the view for rendering

code: virtual void SetupViewForRendering ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Sets the UV Channel that will be drawn when Draw UV Overlay is turned on

code: void SetUVChannelToDraw ( int32 UVChannel )


description: Sets how the viewport is displayed (lit, wireframe, etc) for the current viewport type

code: virtual void SetViewMode ( EViewModeIndex InViewModeIndex )


description: Set the viewport type of the client

code: virtual void SetViewportType ( ELevelViewportType InViewportType )


description: Sets the coordinate system space to use

code: virtual void SetWidgetCoordSystemSpace ( ECoordSystem NewCoordSystem )


description: Handle error checking for additive base pose


description: Function to display transform attribute names

code: void ShowAttributeNames ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FSceneView](API\Runtime\Engine\FSceneView) * View, [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent ) const


description: Function to display bone names

code: void ShowBoneNames ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FSceneView](API\Runtime\Engine\FSceneView) * View, [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent )


description: Function to display bone names

code: void ShowBoneNames ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent )


description: Ticks this viewport client

code: virtual void Tick ( float DeltaSeconds )


description: Callback for toggling the normals show flag.

code: void ToggleCPUSkinning()


description: Toggles whether to lock the camera's rotation to a specified bone's orientation

code: void ToggleRotateCameraToFollowBone()


description: Callback for toggling the binormals show flag.

code: void ToggleShowBinormals()


code: void ToggleShowNormals()


description: Callback for toggling the tangents show flag.

code: void ToggleShowTangents()


description: Virtual voidProcessClick(class FSceneView& View, class HHitProxyHitProxy, FKey Key, EInputEvent Event, uint32 HitX, uint32 HitY)](API\Editor\UnrealEd\FEditorViewportClient\ProcessClick) override; virtual bool [InputWidgetDelta( FViewportViewport, EAxisList::Type CurrentAxis, FVector& Drag, FRotator& Rot, FVector& Scale )override;

code: virtual void TrackingStarted ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bIsDragging, bool bNudge )


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


description: Sets up the viewports camera (look-at etc) based on the current preview target

code: void UpdateCameraSetup()


code: FAnimationViewportClient ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class SAnimationEditorViewport > & InAnimationEditorViewport, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > & InAssetEditorToolkit, int32 InViewportIndex, bool bInShowStats )


code: virtual ~FAnimationViewportClient()


className: FAnimationViewportClient

code: class FAnimationViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient), public [TSharedFromThis< FAnimationViewportClient >](API\Runtime\Core\Templates\TSharedFromThis)

ConfigOption

type: UPersonaOptions...

description: Persona config options

OnGetBoneSize

type: FOnGetBoneSize

OnSetBoneSize

type: FOnBoneSizeSet

description: Allow client code to store/serialize bone size if desired


code: const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & GetAnimationAttributeIdentifier() const


code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAnimAttributeEntry](API\Editor\Persona\FAnimAttributeEntry) > MakeEntry ( const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & InIdentifier, const [FName](API\Runtime\Core\UObject\FName) & InSnapshotDisplayName )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTableRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable )


code: bool operator== ( const [FAnimAttributeEntry](API\Editor\Persona\FAnimAttributeEntry) & InOther ) const


code: bool operator!= ( const [FAnimAttributeEntry](API\Editor\Persona\FAnimAttributeEntry) & InOther ) const


code: FAnimAttributeEntry ( const [FAnimationAttributeIdentifier](API\Runtime\Engine\Animation\AnimData\FAnimationAttributeIdentifier) & InIdentifier, const [FName](API\Runtime\Core\UObject\FName) & InSnapshotDisplayName )


className: FAnimAttributeEntry

code: class FAnimAttributeEntry : public [TSharedFromThis< FAnimAttributeEntry >](API\Runtime\Core\Templates\TSharedFromThis)


code: FAnimDocumentArgs ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & InPersonaToolkit, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, FSimpleMulticastDelegate & InOnSectionsChanged )


className: FBlendSpaceEditorArgs

code: struct FBlendSpaceEditorArgs

OnBlendSpaceCanvasDoubleClicked

type: FOnBlendSpaceCa...

description: Called when the blendspace canvas is double clicked.

OnBlendSpaceNavigateDown

type: FOnBlendSpaceNa...

OnBlendSpaceSampleAdded

type: FOnBlendSpaceSa...

description: Called when a blendspace sample point is added.

OnBlendSpaceSampleDoubleClicked

description: Called when a blendspace sample point is double clicked.

OnBlendSpaceSampleRemoved

description: Called when a blendspace sample point is removed.

OnBlendSpaceSampleReplaced

description: Called when a blendspace sample point is replaced.

OnExtendSampleTooltip

type: FOnExtendBlendS...

description: Allows an external widget to be inserted into a sample's tooltip.

OnGetBlendSpaceSampleName

type: FOnGetBlendSpac...

description: Called to get the overridden name of a blend sample.

OnSetPreviewPosition

type: FOnSetBlendSpac...

description: Allows preview position to drive external node.

PreviewFilteredPosition

type: TAttribute< FVe...

description: Allows the current position to be programmatically driven.

PreviewPosition

description: Allows the target preview position to be programmatically driven.

StatusBarName

type: FName

description: Status bar to display hint messages in.


className: FAnimDocumentArgs

code: struct FAnimDocumentArgs

EditableSkeleton

type: TWeakPtr< class...

OnDespatchInvokeTab

type: FOnInvokeTab

OnDespatchObjectsSelected

type: FOnObjectsSelec...

description: Optional args

OnDespatchSectionsChanged

type: FSimpleDelegate

OnSectionsChanged

type: FSimpleMulticas...

PreviewScene

description: Required args


className: FBlendSpacePreviewArgs

code: struct FBlendSpacePreviewArgs

PreviewBlendSpace

type: TAttribute< con...

PreviewFilteredPosition

description: Allows the current preview position to be programatically driven.

PreviewPosition

description: Allows the target preview position to be programatically driven.


description: The widget decorator to use

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


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


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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FBoneDragDropOp](API\Editor\Persona\FBoneDragDropOp) > New ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > EditableSkeleton, const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


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


className: FBoneDragDropOp

description: FBoneDragDropOp.

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


description: Called when details should be customized

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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) > MeshPtr, bool bIsSubImport )


code: void OnAssetSelected ( int32 InMeshClothingIndex )


code: void OnLodSelected ( int32 InLodIndex )


code: FClothCreateSettingsCustomization ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) > InMeshPtr, bool bInIsSubImport )


className: FClothCreateSettingsCustomization

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

bIsSubImport

type: bool

MeshPtr

type: TWeakObjectPtr<...

ParamsStruct

type: FSkeletalMeshCl...


description: Check whether we can copy the specified property

code: bool CanCopyProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) & Property, [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object ) const


description: Implicit construction for an options enumeration

code: FCopyOptions ( const [ECopyOptions](API\Editor\Persona\PersonaUtils__ECopyOptions) InFlags )


className: FCopyOptions

description: Copy options structure for CopyPropertiesToCDO

code: struct FCopyOptions

Flags

type: ECopyOptions

description: User-specified flags for the copy

PropertyFilter

type: TFunction< bool...

description: User-specified custom property filter predicate


description: Static function for creating a new item, but ensures that you can only have aTSharedRefto one

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDisplayedBoneMappingInfo](API\Editor\Persona\FDisplayedBoneMappingInfo) > Make ( const [FName](API\Runtime\Core\UObject\FName) NodeName, const [FString](API\Runtime\Core\Containers\FString) DisplayName )


description: Hidden constructor, always use Make above

code: FDisplayedBoneMappingInfo ( const [FName](API\Runtime\Core\UObject\FName) InNodeName, const [FString](API\Runtime\Core\Containers\FString) InDisplayName )


code: FDisplayedBoneMappingInfo()


description: FAssetEditorToolkitinterface

code: virtual void CreateEditorModeManager()


className: FPersonaAssetEditorToolkit

description: Persona asset editor toolkit wrapper, used to auto inject the persona editor mode manager

code: class FPersonaAssetEditorToolkit : public [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication)


code: static const [FPersonaCommonCommands](API\Editor\Persona\FPersonaCommonCommands) & Get()


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


className: FDisplayedBoneMappingInfo

code: class FDisplayedBoneMappingInfo

DisplayName

type: FString


className: FPersonaCommonCommands

code: class FPersonaCommonCommands : public [TCommands< FPersonaCommonCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

TogglePlay

type: TSharedPtr<FUI...

description: Toggle playback.


className: SkeletonSelection

description: Selection/manipulation of bones & sockets

code: static const FEditorModeID SkeletonSelection;


className: FPersonaEditModes

description: Editor mode constants.

code: struct FPersonaEditModes


description: Add common menu extensions

code: virtual void AddCommonMenuExtensions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InToolMenu, const [FCommonToolMenuExtensionArgs](API\Editor\Persona\FPersonaModule\FCommonToolMenuExtensionArgs) & InArgs )


description: Add common toolbar extensions

code: virtual void AddCommonToolbarExtensions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * InToolMenu, const [FCommonToolMenuExtensionArgs](API\Editor\Persona\FPersonaModule\FCommonToolMenuExtensionArgs) & InArgs )


description: Add common toobar extensions (legacy support) - DEPRECATED

code: virtual void AddCommonToolbarExtensions ( [FToolBarBuilder](API\Runtime\Slate\Framework\MultiBox\FToolBarBuilder) & InToolbarBuilder, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > PersonaToolkit, const [FCommonToolbarExtensionArgs](API\Editor\Persona\FPersonaModule\FCommonToolbarExtensionArgs) & InArgs )


description: Add looping interpolation to the list of animations

code: virtual void AddLoopingInterpolation ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) >> & AnimSequences )


description: Apply Compression to list of animations and optionally asks to pick an overrides to the bone compression settings

code: virtual void ApplyCompression ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) >> & AnimSequences, bool bPickBoneSettingsOverride )


description: Broadcast event that all asset families need to change

code: virtual void BroadcastAssetFamilyChange() const


description: Create a tab factory used to configure preview scene settings

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAdvancedPreviewSceneTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene ) const


description: Create a tab factory for finding and replacing in anim data

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimAssetFindReplaceTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [FAnimAssetFindReplaceConfig](API\Editor\Persona\FAnimAssetFindReplaceConfig) & InConfig ) const


description: Create a tab factory for the animation asset browser

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimationAssetBrowserTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & InPersonaToolkit, FOnOpenNewAsset InOnOpenNewAsset, FOnAnimationSequenceBrowserCreated InOnAnimationSequenceBrowserCreated, bool bInShowHistory ) const


description: Create a tab factory for editing anim blueprint parent overrides

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimBlueprintAssetOverridesTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > & InBlueprintEditor, [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, FSimpleMulticastDelegate & InOnPostUndo ) const


description: Create a tab factory for editing anim blueprint preview & defaults

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimBlueprintPreviewTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > & InBlueprintEditor, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene ) const


description: Create a tab factory for editing montage sections

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimMontageSectionsTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > & InPersonaToolkit, FSimpleMulticastDelegate & InOnSectionsChanged ) const


description: Create an anim notifies tab factory

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAnimNotifiesTabFactory ( 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, FOnObjectsSelected InOnObjectsSelected ) const


description: Create a tab factory for editing a single object (like an animation asset)

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateAssetDetailsTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, FOnGetAsset InOnGetAsset, FOnDetailsCreated InOnDetailsCreated ) const


description: Create a shortcut widget for an asset family

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateAssetFamilyShortcutWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IAssetFamily](API\Editor\Persona\IAssetFamily) > & InAssetFamily ) const


description: Create a widget to edit a blendspace

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateBlendSpaceEditWidget ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace, const [FBlendSpaceEditorArgs](API\Editor\Persona\FBlendSpaceEditorArgs) & InArgs ) const


description: Create a widget to preview a blendspace

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateBlendSpacePreviewWidget ( const [FBlendSpacePreviewArgs](API\Editor\Persona\FBlendSpacePreviewArgs) & InArgs ) const


description: Deprecated

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateBlendSpacePreviewWidget ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * > InBlendSpace, [TAttribute](API\Runtime\Core\Misc\TAttribute)< FVector > InBlendPosition, [TAttribute](API\Runtime\Core\Misc\TAttribute)< FVector > InFilteredBlendPosition ) const


description: Create a skeleton curve metadata editor tab factory

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateCurveMetadataEditorTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InMetadataHost, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FOnObjectsSelected InOnObjectsSelected ) const


description: Create a widget that can choose a curve name. Derives available names from the asset registry list of assets that use the specified skeleton.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateCurvePicker ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, FOnCurvePicked InOnCurvePicked, FIsCurveNameMarkedForExclusion InIsCurveNameMarkedForExclusion )


description: Deprecated* Please use CreateCurvePicker that takes a const USkeleton*

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateCurvePicker ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton, FOnCurvePicked InOnCurvePicked, FIsCurveNameMarkedForExclusion InIsCurveNameMarkedForExclusion )


description: Create a skeleton curve viewer tab factory

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateCurveViewerTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FOnObjectsSelected InOnObjectsSelected ) const


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

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateCurveViewerTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > & InEditableSkeleton, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FSimpleMulticastDelegate & InOnPostUndo, FOnObjectsSelected InOnObjectsSelected ) const


description: Create a widget that acts as a curve document for an animation asset

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimSequenceCurveEditor](API\Editor\Persona\IAnimSequenceCurveEditor) > CreateCurveWidgetForAnimDocument ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InExternalTimeSliderController, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & InTabManager )


description: Create a details panel tab factory

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateDetailsTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, FOnDetailsCreated InOnDetailsCreated ) const


description: Create a widget that acts as a document for an animation asset

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateEditorWidgetForAnimDocument ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > & InHostingApp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAnimAsset, const [FAnimDocumentArgs](API\Editor\Persona\FAnimDocumentArgs) & InArgs, [FString](API\Runtime\Core\Containers\FString) & OutDocumentLink )


description: Create a tab factory for for previewing morph targets

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateMorphTargetTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > & InHostingApp, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FSimpleMulticastDelegate & OnPostUndo ) const


description: Create an asset family for the supplied persona asset

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAssetFamily](API\Editor\Persona\IAssetFamily) > CreatePersonaAssetFamily ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const


description: Create a Persona editor mode manager. Should be destroyed using plain ol' delete. Note: Only FPersonaEditMode-derived modes should be used with this manager!

code: virtual [IPersonaEditorModeManager](API\Editor\Persona\IPersonaEditorModeManager) * CreatePersonaEditorModeManager()


description: Create a re-usable toolkit that multiple asset editors that are concerned with USkeleton-related data can use

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > CreatePersonaToolkit ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [FPersonaToolkitArgs](API\Editor\Persona\FPersonaToolkitArgs) & PersonaToolkitArgs, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton ) const


description: Create a persona viewport tab factory

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


description: Create a tab factory for the pose watch manager

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreatePoseWatchTabFactory ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > & InBlueprintEditor ) const


description: Create a retarget sources tab factory

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory) > CreateRetargetSourcesTabFactory ( 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, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPreviewScene, FSimpleMulticastDelegate & InOnPostUndo ) const