// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimationEditorCommands.h" #include "Framework/Commands/InputChord.h" #include "Framework/Commands/UICommandInfo.h" #include "InputCoreTypes.h" #define LOCTEXT_NAMESPACE "AnimationEditorCommands" void FAnimationEditorCommands::RegisterCommands() { UI_COMMAND(ImportAnimation, "Import Animation", "Import new animation for the skeleton.", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ReimportAnimation, "Reimport Animation", "Reimport current animation.", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ReimportAnimationWithDialog, "Reimport Animation With Dialog", "Reimport current animation and show the re-import dialog.", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ApplyCompression, "Apply Compression", "Apply compression to current animation", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ExportToFBX_AnimData, "Animation Data", "Export current animation source data to FBX", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ExportToFBX_PreviewMesh, "Preview Mesh", "Export current animation by playing on the current preview mesh, including retargeting, post process graph, or anything you see on the preview mesh.", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(AddLoopingInterpolation, "Add Looping Interpolation", "Add an extra first frame at the end of the animation to create interpolation when looping", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(SetKey, "Set Key", "Add Bone Transform to Additive Layer Tracks", EUserInterfaceActionType::Button, FInputChord(EKeys::S)); UI_COMMAND(RemoveBoneTracks, "Remove All Bone Tracks", "Remove all bone tracks. This doesn't remove notifies or curves.", EUserInterfaceActionType::Button, FInputChord()); } #undef LOCTEXT_NAMESPACE