29 lines
1.2 KiB
C++
29 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PersonaPreviewSceneController.h"
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#include "UObject/SoftObjectPtr.h"
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#include "PersonaPreviewSceneAnimationController.generated.h"
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class UAnimationAsset;
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class USkeleton;
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UCLASS(DisplayName="Use Specific Animation")
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class UPersonaPreviewSceneAnimationController : public UPersonaPreviewSceneController
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{
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public:
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GENERATED_BODY()
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/** The preview animation to use */
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UPROPERTY(EditAnywhere, Category = "Animation", meta = (DisplayThumbnail = true))
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TSoftObjectPtr<UAnimationAsset> Animation;
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virtual void InitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const;
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virtual void UninitializeView(UPersonaPreviewSceneDescription* SceneDescription, IPersonaPreviewScene* PreviewScene) const;
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virtual IDetailPropertyRow* AddPreviewControllerPropertyToDetails(const TSharedRef<IPersonaToolkit>& PersonaToolkit, IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& Category, const FProperty* Property, const EPropertyLocation::Type PropertyLocation);
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bool HandleShouldFilterAsset(const FAssetData& InAssetData, const USkeleton* InSkeleton) const;
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};
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