Files
UnrealEngine/Engine/Source/Editor/Persona/Private/PersonaToolMenuContext.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

68 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PersonaToolMenuContext.h"
#include "IPersonaToolkit.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PersonaToolMenuContext)
USkeleton* UPersonaToolMenuContext::GetSkeleton() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetSkeleton();
}
return nullptr;
}
UDebugSkelMeshComponent* UPersonaToolMenuContext::GetPreviewMeshComponent() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetPreviewMeshComponent();
}
return nullptr;
}
USkeletalMesh* UPersonaToolMenuContext::GetMesh() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetMesh();
}
return nullptr;
}
UAnimBlueprint* UPersonaToolMenuContext::GetAnimBlueprint() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetAnimBlueprint();
}
return nullptr;
}
UAnimationAsset* UPersonaToolMenuContext::GetAnimationAsset() const
{
if (HasValidToolkit())
{
return WeakToolkit.Pin()->GetAnimationAsset();
}
return nullptr;
}
void UPersonaToolMenuContext::SetToolkit(TSharedRef<IPersonaToolkit> InToolkit)
{
WeakToolkit = InToolkit;
}
bool UPersonaToolMenuContext::HasValidToolkit() const
{
return WeakToolkit.IsValid();
}