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AnimationEditorUtils::ExecuteNewAnimAsset

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Syntax

namespace AnimationEditorUtils
{
    template<typename TFactory, typename T>
    void AnimationEditorUtils::ExecuteNewAnimAsset
    (
        TArray < TWeakObjectPtr < UObject >> SkeletonsOrSkeletalMeshes,
        const FString InSuffix,
        FAnimAssetCreated AssetCreated,
        bool bInContentBrowser
    )
}

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/AnimationEditorUtils.h