// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Framework/Commands/Commands.h" #include "HAL/Platform.h" #include "Internationalization/Internationalization.h" #include "Styling/AppStyle.h" #include "Templates/SharedPointer.h" #include "UObject/NameTypes.h" #include "UObject/UnrealNames.h" class FUICommandInfo; /** * Class containing commands for persona viewport show actions */ class FAnimViewportShowCommands : public TCommands { public: FAnimViewportShowCommands() : TCommands ( TEXT("AnimViewportShowCmd"), // Context name for fast lookup NSLOCTEXT("Contexts", "AnimViewportShowCmd", "Animation Viewport Show Command"), // Localized context name for displaying NAME_None, // Parent context name. FAppStyle::GetAppStyleSetName() // Icon Style Set ) { } /** Option to align floor to Mesh */ TSharedPtr< FUICommandInfo > AutoAlignFloorToMesh; /** Option to mute audio in the viewport */ TSharedPtr< FUICommandInfo > MuteAudio; /** Option to use audio attenuation in the viewport */ TSharedPtr< FUICommandInfo > UseAudioAttenuation; /** Option to set ProcessRootMotionMode to Ignore (Preview mesh will not consume root motion) */ TSharedPtr< FUICommandInfo > DoNotProcessRootMotion; /** Option to set ProcessRootMotionMode to LoopAndReset (Preview mesh will consume root motion resetting the position back to the origin every time the animation loops) */ TSharedPtr< FUICommandInfo > ProcessRootMotionLoopAndReset; /** Option to set ProcessRootMotionMode to Loop (Preview mesh will consume root motion continually) */ TSharedPtr< FUICommandInfo > ProcessRootMotionLoop; /** Visualize root motion mode */ TSharedPtr< FUICommandInfo > DoNotVisualizeRootMotion; TSharedPtr< FUICommandInfo > VisualizeRootMotionTrajectory; TSharedPtr< FUICommandInfo > VisualizeRootMotionTrajectoryAndOrientation; /** Option to enable/disable post process anim blueprint evaluation */ TSharedPtr< FUICommandInfo > DisablePostProcessBlueprint; /** Show Bound of preview mesh */ TSharedPtr< FUICommandInfo > ShowBound; /** Use in-game Bound of preview mesh */ TSharedPtr< FUICommandInfo > UseInGameBound; /** Use in-game Bound of preview mesh */ TSharedPtr< FUICommandInfo > UseFixedBounds; /** Use pre-skinned Bound of preview mesh */ TSharedPtr< FUICommandInfo > UsePreSkinnedBounds; /** Show/hide the preview mesh */ TSharedPtr< FUICommandInfo > ShowPreviewMesh; /** Show Morphtarget */ TSharedPtr< FUICommandInfo > ShowMorphTargets; /** Hide all bones */ TSharedPtr< FUICommandInfo > ShowBoneDrawNone; /** Show only selected bones */ TSharedPtr< FUICommandInfo > ShowBoneDrawSelected; /** Show only selected bones and their parents */ TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndParents; /** Show only selected bones and their children */ TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndChildren; /** Show only selected bones and their parents and children */ TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndParentsAndChildren; /** Show all bones */ TSharedPtr< FUICommandInfo > ShowBoneDrawAll; /** Show raw animation (vs compressed) */ TSharedPtr< FUICommandInfo > ShowRawAnimation; /** Show non retargeted animation. */ TSharedPtr< FUICommandInfo > ShowNonRetargetedAnimation; /** Show additive base pose */ TSharedPtr< FUICommandInfo > ShowAdditiveBaseBones; /** Show non retargeted animation. */ TSharedPtr< FUICommandInfo > ShowSourceRawAnimation; /** Show non retargeted animation. */ TSharedPtr< FUICommandInfo > ShowBakedAnimation; /** Show skeletal mesh bone names */ TSharedPtr< FUICommandInfo > ShowBoneNames; /** Show skeletal mesh bone names */ TSharedPtr< FUICommandInfo > ShowBoneColors; /** Show skeletal mesh info */ TSharedPtr< FUICommandInfo > ShowDisplayInfoBasic; TSharedPtr< FUICommandInfo > ShowDisplayInfoDetailed; TSharedPtr< FUICommandInfo > ShowDisplayInfoSkelControls; TSharedPtr< FUICommandInfo > HideDisplayInfo; /** Show overlay material option */ TSharedPtr< FUICommandInfo > ShowOverlayNone; TSharedPtr< FUICommandInfo > ShowBoneWeight; TSharedPtr< FUICommandInfo > ShowMorphTargetVerts; /** Show socket hit point diamonds */ TSharedPtr< FUICommandInfo > ShowSockets; /** Show transform attributes */ TSharedPtr< FUICommandInfo > ShowAttributes; /** Hide all local axes */ TSharedPtr< FUICommandInfo > ShowLocalAxesNone; /** Show only selected axes */ TSharedPtr< FUICommandInfo > ShowLocalAxesSelected; /** Show all local axes */ TSharedPtr< FUICommandInfo > ShowLocalAxesAll; /** Enable cloth simulation */ TSharedPtr< FUICommandInfo > EnableClothSimulation; /** Reset cloth simulation */ TSharedPtr< FUICommandInfo > ResetClothSimulation; /** Enables collision detection between collision primitives in the base mesh * and clothing on any attachments in the preview scene. */ TSharedPtr< FUICommandInfo > EnableCollisionWithAttachedClothChildren; /** Show all sections which means the original state */ TSharedPtr< FUICommandInfo > ShowAllSections; /** Show only clothing mapped sections */ TSharedPtr< FUICommandInfo > ShowOnlyClothSections; /** Show all except clothing mapped sections */ TSharedPtr< FUICommandInfo > HideOnlyClothSections; TSharedPtr< FUICommandInfo > PauseClothWithAnim; /** Show Notification Visualizations */ TSharedPtr< FUICommandInfo > ShowNotificationVisualizations; /** Show AssetUserData Visualizations */ TSharedPtr< FUICommandInfo > ShowAssetUserDataVisualizations; /** Show Animation Timecode Values */ TSharedPtr< FUICommandInfo > ShowTimecode; public: /** Registers our commands with the binding system */ virtual void RegisterCommands() override; };