更新 Source/FLESHEditor/Private/DismembermentEditor.cpp
This commit is contained in:
@@ -1,362 +1,61 @@
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#include "DismembermentEditor.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "PropertyEditorModule.h"
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#include "Modules/ModuleManager.h"
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#include "IDetailsView.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Styling/AppStyle.h"
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#include "Engine/SkeletalMesh.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "ToolMenus.h"
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#pragma once
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// Define tab names
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const FName FDismembermentEditor::ViewportTabId(TEXT("DismembermentEditor_Viewport"));
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const FName FDismembermentEditor::DetailsTabId(TEXT("DismembermentEditor_Details"));
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const FName FDismembermentEditor::LayerSystemTabId(TEXT("DismembermentEditor_LayerSystem"));
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const FName FDismembermentEditor::PhysicsSettingsTabId(TEXT("DismembermentEditor_PhysicsSettings"));
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#include "CoreMinimal.h"
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#include "Toolkits/AssetEditorToolkit.h"
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#include "EditorUndoClient.h"
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// Constructor
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FDismembermentEditor::FDismembermentEditor()
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: SkeletalMesh(nullptr)
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class USkeletalMesh;
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class SDockTab;
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class IDetailsView;
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class SBorder;
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/**
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* Dismemberment System Editor
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* Provides real-time boolean cutting and multi-layer system editing functionality
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*/
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class FDismembermentEditor : public FAssetEditorToolkit, public FEditorUndoClient
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{
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}
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// Destructor
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FDismembermentEditor::~FDismembermentEditor()
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{
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}
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// Initialize the editor
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void FDismembermentEditor::InitDismembermentEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh)
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{
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// Set the skeletal mesh being edited
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SkeletalMesh = InSkeletalMesh;
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public:
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FDismembermentEditor();
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virtual ~FDismembermentEditor();
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// Create the layout
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CreateEditorLayout();
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void InitDismembermentEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh);
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// Create the toolbar
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CreateEditorToolbar();
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virtual FName GetToolkitFName() const override;
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virtual FText GetBaseToolkitName() const override;
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virtual FString GetWorldCentricTabPrefix() const override;
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virtual FLinearColor GetWorldCentricTabColorScale() const override;
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// Initialize the asset editor
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InitAssetEditor(Mode, InitToolkitHost, FName("DismembermentEditorApp"),
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FTabManager::FLayout::NullLayout,
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/*bCreateDefaultStandaloneMenu=*/ true,
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/*bCreateDefaultToolbar=*/ true,
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InSkeletalMesh);
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virtual void PostUndo(bool bSuccess) override;
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virtual void PostRedo(bool bSuccess) override;
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// Register for undo/redo
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GEditor->RegisterForUndo(this);
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}
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// Get the toolkit name
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FName FDismembermentEditor::GetToolkitFName() const
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{
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return FName("DismembermentEditor");
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}
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// Get the base toolkit name
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FText FDismembermentEditor::GetBaseToolkitName() const
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{
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return FText::FromString("Dismemberment Editor");
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}
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// Get the world centric tab prefix
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FString FDismembermentEditor::GetWorldCentricTabPrefix() const
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{
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return "DismembermentEditor";
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}
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// Get the world centric tab color scale
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FLinearColor FDismembermentEditor::GetWorldCentricTabColorScale() const
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{
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return FLinearColor(0.3f, 0.2f, 0.5f, 0.5f);
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}
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// Post undo handler
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void FDismembermentEditor::PostUndo(bool bSuccess)
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{
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// Refresh the views
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if (DetailsWidget.IsValid())
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{
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DetailsWidget->ForceRefresh();
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}
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}
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// Post redo handler
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void FDismembermentEditor::PostRedo(bool bSuccess)
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{
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// Refresh the views
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if (DetailsWidget.IsValid())
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{
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DetailsWidget->ForceRefresh();
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}
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}
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// Create the editor layout
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void FDismembermentEditor::CreateEditorLayout()
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{
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// Create the layout
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TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout("Standalone_DismembermentEditor_Layout_v1")
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->AddArea
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(
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FTabManager::NewPrimaryArea()->SetOrientation(Orient_Vertical)
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// In UE5.5.4, toolbar is no longer a separate tab
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// Skip the toolbar tab section and directly create the main content area
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->Split
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(
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FTabManager::NewSplitter()->SetOrientation(Orient_Horizontal)->SetSizeCoefficient(0.9f)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.7f)
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->AddTab(ViewportTabId, ETabState::OpenedTab)
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)
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->Split
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(
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FTabManager::NewSplitter()->SetOrientation(Orient_Vertical)
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->SetSizeCoefficient(0.3f)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.4f)
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->AddTab(DetailsTabId, ETabState::OpenedTab)
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)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.3f)
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->AddTab(LayerSystemTabId, ETabState::OpenedTab)
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)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.3f)
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->AddTab(PhysicsSettingsTabId, ETabState::OpenedTab)
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)
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)
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)
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);
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// Set the layout
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FAssetEditorToolkit::InitAssetEditor(
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EToolkitMode::Standalone,
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TSharedPtr<IToolkitHost>(),
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FName("DismembermentEditorApp"),
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StandaloneDefaultLayout,
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true,
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true,
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SkeletalMesh
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);
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}
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// Create the editor toolbar
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void FDismembermentEditor::CreateEditorToolbar()
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{
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// Create command list
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TSharedPtr<FUICommandList> CommandList = MakeShareable(new FUICommandList);
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private:
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void CreateEditorLayout();
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void CreateEditorToolbar();
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// Get the toolbar builder
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TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
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void RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
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void UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
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ToolbarExtender->AddToolBarExtension(
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"Asset",
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EExtensionHook::After,
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CommandList,
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FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ToolbarBuilder)
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{
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ToolbarBuilder.BeginSection("Dismemberment");
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{
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ToolbarBuilder.AddToolBarButton(
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FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PerformBooleanCut)),
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NAME_None,
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FText::FromString("Boolean Cut"),
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FText::FromString("Perform a boolean cut operation"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.CurveBase"),
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EUserInterfaceActionType::Button
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);
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ToolbarBuilder.AddToolBarButton(
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FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::AddNewLayer)),
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NAME_None,
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FText::FromString("Add Layer"),
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FText::FromString("Add a new anatomical layer"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Layer"),
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EUserInterfaceActionType::Button
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);
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ToolbarBuilder.AddToolBarButton(
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FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::PreviewEffects)),
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NAME_None,
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FText::FromString("Preview"),
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FText::FromString("Preview the dismemberment effects"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.ParticleSystem"),
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EUserInterfaceActionType::Button
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);
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ToolbarBuilder.AddToolBarButton(
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FUIAction(FExecuteAction::CreateSP(this, &FDismembermentEditor::SaveEdits)),
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NAME_None,
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FText::FromString("Save"),
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FText::FromString("Save the dismemberment setup"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "AssetEditor.SaveAsset"),
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EUserInterfaceActionType::Button
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);
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}
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ToolbarBuilder.EndSection();
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})
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);
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TSharedRef<SDockTab> SpawnTab_Viewport(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_Details(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_LayerSystem(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_PhysicsSettings(const FSpawnTabArgs& Args);
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// Add the extender
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AddToolbarExtender(ToolbarExtender);
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}
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// Register tab spawners
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void FDismembermentEditor::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
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{
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// Call the base implementation
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FAssetEditorToolkit::RegisterTabSpawners(InTabManager);
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void PerformBooleanCut();
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void AddNewLayer();
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void SaveEdits();
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void PreviewEffects();
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// Register the tab spawners
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InTabManager->RegisterTabSpawner(ViewportTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_Viewport))
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.SetDisplayName(FText::FromString("Viewport"))
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.SetGroup(WorkspaceMenuCategory.ToSharedRef())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Viewports"));
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InTabManager->RegisterTabSpawner(DetailsTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_Details))
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.SetDisplayName(FText::FromString("Details"))
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.SetGroup(WorkspaceMenuCategory.ToSharedRef())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Details"));
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InTabManager->RegisterTabSpawner(LayerSystemTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_LayerSystem))
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.SetDisplayName(FText::FromString("Layer System"))
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.SetGroup(WorkspaceMenuCategory.ToSharedRef())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Layer"));
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InTabManager->RegisterTabSpawner(PhysicsSettingsTabId, FOnSpawnTab::CreateSP(this, &FDismembermentEditor::SpawnTab_PhysicsSettings))
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.SetDisplayName(FText::FromString("Physics Settings"))
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.SetGroup(WorkspaceMenuCategory.ToSharedRef())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.PhysicsAsset"));
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}
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// Unregister tab spawners
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void FDismembermentEditor::UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
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{
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// Call the base implementation
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FAssetEditorToolkit::UnregisterTabSpawners(InTabManager);
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private:
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USkeletalMesh* SkeletalMesh;
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// Unregister the tab spawners
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InTabManager->UnregisterTabSpawner(ViewportTabId);
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InTabManager->UnregisterTabSpawner(DetailsTabId);
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InTabManager->UnregisterTabSpawner(LayerSystemTabId);
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InTabManager->UnregisterTabSpawner(PhysicsSettingsTabId);
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}
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// Spawn the viewport tab
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TSharedRef<SDockTab> FDismembermentEditor::SpawnTab_Viewport(const FSpawnTabArgs& Args)
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{
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// Create the viewport widget
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ViewportWidget = SNew(SBorder)
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.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(FMargin(4.0f))
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[
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SNew(STextBlock)
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.Text(FText::FromString("Viewport will be implemented here"))
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];
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TSharedPtr<SBorder> ViewportWidget;
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TSharedPtr<IDetailsView> DetailsWidget;
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TSharedPtr<SBorder> LayerSystemWidget;
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TSharedPtr<SBorder> PhysicsSettingsWidget;
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// Create the tab
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return SNew(SDockTab)
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.Label(FText::FromString("Viewport"))
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[
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ViewportWidget.ToSharedRef()
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];
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}
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// Spawn the details tab
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TSharedRef<SDockTab> FDismembermentEditor::SpawnTab_Details(const FSpawnTabArgs& Args)
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{
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// Create the details view
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FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
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FDetailsViewArgs DetailsViewArgs;
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DetailsViewArgs.bUpdatesFromSelection = true;
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DetailsViewArgs.bLockable = false;
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DetailsViewArgs.bAllowSearch = true;
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DetailsViewArgs.NameAreaSettings = FDetailsViewArgs::HideNameArea;
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DetailsViewArgs.bHideSelectionTip = true;
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DetailsWidget = PropertyEditorModule.CreateDetailView(DetailsViewArgs);
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DetailsWidget->SetObject(SkeletalMesh);
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// Create the tab
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return SNew(SDockTab)
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.Label(FText::FromString("Details"))
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[
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DetailsWidget.ToSharedRef()
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];
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}
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// Spawn the layer system tab
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TSharedRef<SDockTab> FDismembermentEditor::SpawnTab_LayerSystem(const FSpawnTabArgs& Args)
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{
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// Create the layer system widget
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LayerSystemWidget = SNew(SBorder)
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.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(FMargin(4.0f))
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[
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SNew(STextBlock)
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.Text(FText::FromString("Layer System will be implemented here"))
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];
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// Create the tab
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return SNew(SDockTab)
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.Label(FText::FromString("Layer System"))
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[
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LayerSystemWidget.ToSharedRef()
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];
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}
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// Spawn the physics settings tab
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TSharedRef<SDockTab> FDismembermentEditor::SpawnTab_PhysicsSettings(const FSpawnTabArgs& Args)
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{
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// Create the physics settings widget
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PhysicsSettingsWidget = SNew(SBorder)
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.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(FMargin(4.0f))
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[
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SNew(STextBlock)
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.Text(FText::FromString("Physics Settings will be implemented here"))
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];
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// Create the tab
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return SNew(SDockTab)
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.Label(FText::FromString("Physics Settings"))
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[
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PhysicsSettingsWidget.ToSharedRef()
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];
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}
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// Perform a boolean cut operation
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void FDismembermentEditor::PerformBooleanCut()
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{
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// To be implemented
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}
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// Add a new layer
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void FDismembermentEditor::AddNewLayer()
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{
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// To be implemented
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}
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// Save the edits
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void FDismembermentEditor::SaveEdits()
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{
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// To be implemented
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}
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// Preview the effects
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void FDismembermentEditor::PreviewEffects()
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{
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// To be implemented
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}
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static const FName ViewportTabId;
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static const FName DetailsTabId;
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static const FName LayerSystemTabId;
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static const FName PhysicsSettingsTabId;
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};
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|
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