A Demo Project for the UnrealEngineSDK
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HandSocketComponentDetails.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "IDetailCustomization.h"
8#include "Input/Reply.h"
9#include "Widgets/DeclarativeSyntaxSupport.h"
10#include "Widgets/SWindow.h"
11
12class IDetailLayoutBuilder;
13
15{
16public:
18 static TSharedRef<IDetailCustomization> MakeInstance();
19
21 virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
22 //void SortCategories(const TMap<FName, IDetailCategoryBuilder*>& AllCategoryMap);
23
24 // The selected hand component
25 TWeakObjectPtr<UHandSocketComponent> HandSocketComponent;
26 FReply OnUpdateSavePose();
27 TWeakObjectPtr<UAnimSequence> SaveAnimationAsset(const FString& InAssetPath, const FString& InAssetName);
28
29 void OnLockedStateUpdated(IDetailLayoutBuilder* LayoutBuilder);
30 void OnLeftDominantUpdated(IDetailLayoutBuilder* LayoutBuilder);
31 void OnHandRelativeUpdated(IDetailLayoutBuilder* LayoutBuilder);
32 void OnUpdateShowMesh(IDetailLayoutBuilder* LayoutBuilder);
33
37};
38
40{
41public:
45
46 SLATE_ARGUMENT(FText, DefaultAssetPath)
47 SLATE_END_ARGS()
48
50 : UserResponse(EAppReturnType::Cancel)
51 {
52 }
53
54 void Construct(const FArguments& InArgs);
55
56public:
58 EAppReturnType::Type ShowModal();
59
61 FString GetAssetPath();
62
64 FString GetAssetName();
65
67 FString GetFullAssetPath();
68
69protected:
70 void OnPathChange(const FString& NewPath);
71 void OnNameChange(const FText& NewName, ETextCommit::Type CommitInfo);
72 FReply OnButtonClick(EAppReturnType::Type ButtonID);
73
74 bool ValidatePackage();
75
76 EAppReturnType::Type UserResponse;
79
81
82};
83
void OnLockedStateUpdated(IDetailLayoutBuilder *LayoutBuilder)
void OnHandRelativeUpdated(IDetailLayoutBuilder *LayoutBuilder)
static TSharedRef< IDetailCustomization > MakeInstance()
TWeakObjectPtr< UHandSocketComponent > HandSocketComponent
void OnLeftDominantUpdated(IDetailLayoutBuilder *LayoutBuilder)
void OnUpdateShowMesh(IDetailLayoutBuilder *LayoutBuilder)
TWeakObjectPtr< UAnimSequence > SaveAnimationAsset(const FString &InAssetPath, const FString &InAssetName)
virtual void CustomizeDetails(IDetailLayoutBuilder &DetailBuilder) override
void Construct(const FArguments &InArgs)
void OnPathChange(const FString &NewPath)
SLATE_BEGIN_ARGS(SCreateHandAnimationDlg)
void OnNameChange(const FText &NewName, ETextCommit::Type CommitInfo)
FReply OnButtonClick(EAppReturnType::Type ButtonID)