Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphCommands.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

73 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#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;
UE_DECLARE_TCOMMANDS(class FAnimGraphCommands, ANIMGRAPH_API)
/** Anim Graph Commands */
class FAnimGraphCommands : public TCommands<FAnimGraphCommands>
{
public:
FAnimGraphCommands()
: TCommands<FAnimGraphCommands>(TEXT("AnimGraph"), NSLOCTEXT("Contexts", "AnimGraphCommands", "Anim Graph Commands"), NAME_None, FAppStyle::GetAppStyleSetName())
{
}
ANIMGRAPH_API virtual void RegisterCommands() override;
public:
// Toggle pose watching for a given node
TSharedPtr<FUICommandInfo> TogglePoseWatch;
// Hide unbound property pins
TSharedPtr<FUICommandInfo> HideUnboundPropertyPins;
// SkeletalControl specific commands
TSharedPtr< FUICommandInfo > SelectBone;
// Blend list options
TSharedPtr< FUICommandInfo > AddBlendListPin;
TSharedPtr< FUICommandInfo > RemoveBlendListPin;
// options for sequence/evaluator converter
TSharedPtr< FUICommandInfo > ConvertToSeqEvaluator;
TSharedPtr< FUICommandInfo > ConvertToSeqPlayer;
// options for blendspace converter
TSharedPtr< FUICommandInfo > ConvertToBSEvaluator;
TSharedPtr< FUICommandInfo > ConvertToBSPlayer;
TSharedPtr< FUICommandInfo > ConvertToBSGraph;
// options for aimoffset converter
TSharedPtr< FUICommandInfo > ConvertToAimOffsetLookAt;
TSharedPtr< FUICommandInfo > ConvertToAimOffsetSimple;
TSharedPtr< FUICommandInfo > ConvertToAimOffsetGraph;
// options for sequence/evaluator converter
TSharedPtr< FUICommandInfo > ConvertToPoseBlender;
TSharedPtr< FUICommandInfo > ConvertToPoseByName;
// option for opening the asset related to the graph node
TSharedPtr< FUICommandInfo > OpenRelatedAsset;
// Create an alias for this state adds a transition to it
TSharedPtr< FUICommandInfo > CreateSelfTransition;
// Set the current state as active
TSharedPtr< FUICommandInfo > SetActiveState;
// Reverse the selected transition(s)
TSharedPtr< FUICommandInfo > ReverseTransition;
};