Files
UnrealEngine/Engine/Source/Editor/Persona/Private/PersonaPreviewSceneAnimationController.cpp
2025-05-18 13:04:45 +08:00

60 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PersonaPreviewSceneAnimationController.h"
#include "AnimationEditorPreviewScene.h"
#include "PersonaPreviewSceneDescription.h"
#include "IPersonaToolkit.h"
#include "IEditableSkeleton.h"
#include "DetailWidgetRow.h"
#include "PropertyCustomizationHelpers.h"
#include "Animation/Skeleton.h"
void UPersonaPreviewSceneAnimationController::InitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const
{
PreviewScene->SetPreviewAnimationAsset(Animation.LoadSynchronous());
}
void UPersonaPreviewSceneAnimationController::UninitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const
{
}
IDetailPropertyRow* UPersonaPreviewSceneAnimationController::AddPreviewControllerPropertyToDetails(const TSharedRef<IPersonaToolkit>& PersonaToolkit, IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& Category, const FProperty* Property, const EPropertyLocation::Type PropertyLocation)
{
TArray<UObject*> ListOfPreviewController{ this };
const USkeleton* Skeleton = PersonaToolkit->GetPreviewMeshComponent()->GetSkeletalMeshAsset() ? PersonaToolkit->GetPreviewMeshComponent()->GetSkeletalMeshAsset()->GetSkeleton() : nullptr;
if (Skeleton)
{
IDetailPropertyRow* NewRow = Category.AddExternalObjectProperty(ListOfPreviewController, Property->GetFName(), PropertyLocation);
NewRow->CustomWidget()
.NameContent()
[
NewRow->GetPropertyHandle()->CreatePropertyNameWidget()
]
.ValueContent()
.MaxDesiredWidth(250.0f)
.MinDesiredWidth(250.0f)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(UAnimationAsset::StaticClass())
.PropertyHandle(NewRow->GetPropertyHandle())
.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UPersonaPreviewSceneAnimationController::HandleShouldFilterAsset, Skeleton))
.ThumbnailPool(DetailBuilder.GetThumbnailPool())
];
return NewRow;
}
return nullptr;
}
bool UPersonaPreviewSceneAnimationController::HandleShouldFilterAsset(const FAssetData& InAssetData, const USkeleton* InSkeleton) const
{
if (InSkeleton && InSkeleton->IsCompatibleForEditor(InAssetData))
{
return false;
}
return true;
}