From b004e90606c124e001054c59f1286d818770c210 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 28 May 2026 10:32:16 +0200 Subject: [PATCH] Adjust category names #4014 --- Source/Engine/Level/Actors/AnimatedModel.h | 30 +++++++++++----------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h index 8d0959147..b6d922744 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.h +++ b/Source/Engine/Level/Actors/AnimatedModel.h @@ -110,74 +110,74 @@ public: /// /// If true, use per-bone motion blur on this skeletal model. It requires additional rendering, can be disabled to save performance. /// - API_FIELD(Attributes="EditorOrder(20), DefaultValue(true), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(20), DefaultValue(true), EditorDisplay(\"Drawing\")") bool PerBoneMotionBlur = true; /// /// If true, animation speed will be affected by the global timescale parameter. /// - API_FIELD(Attributes="EditorOrder(30), DefaultValue(true), EditorDisplay(\"Update\")") + API_FIELD(Attributes="EditorOrder(30), DefaultValue(true), EditorDisplay(\"Updating\")") bool UseTimeScale = true; /// /// If true, the animation will be updated even when an actor cannot be seen by any camera. Otherwise, the animations themselves will also stop running when the actor is off-screen. /// - API_FIELD(Attributes="EditorOrder(40), DefaultValue(false), EditorDisplay(\"Update\")") + API_FIELD(Attributes="EditorOrder(40), DefaultValue(false), EditorDisplay(\"Updating\")") bool UpdateWhenOffscreen = false; /// /// The animation update delta timescale. Can be used to speed up animation playback or create slow motion effect. /// - API_FIELD(Attributes="EditorOrder(45), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Update\")") + API_FIELD(Attributes="EditorOrder(45), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Updating\")") float UpdateSpeed = 1.0f; /// /// The animation update mode. Can be used to optimize the performance. /// - API_FIELD(Attributes="EditorOrder(50), DefaultValue(AnimationUpdateMode.Auto), EditorDisplay(\"Update\")") + API_FIELD(Attributes="EditorOrder(50), DefaultValue(AnimationUpdateMode.Auto), EditorDisplay(\"Updating\")") AnimationUpdateMode UpdateMode = AnimationUpdateMode::Auto; /// /// The master scale parameter for the actor bounding box. Helps to reduce mesh flickering effect on screen edges. /// - API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Drawing\")") float BoundsScale = 1.5f; /// /// The custom bounds(in actor local space). If set to empty bounds then source skinned model bind pose bounds will be used. /// - API_FIELD(Attributes="EditorOrder(70), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(70), EditorDisplay(\"Drawing\")") BoundingBox CustomBounds = BoundingBox::Zero; /// /// The model Level Of Detail bias value. Allows to increase or decrease rendered model quality. /// - API_FIELD(Attributes="EditorOrder(80), DefaultValue(0), Limit(-100, 100, 0.1f), EditorDisplay(\"Rendering\", \"LOD Bias\")") + API_FIELD(Attributes="EditorOrder(80), DefaultValue(0), Limit(-100, 100, 0.1f), EditorDisplay(\"Drawing\", \"LOD Bias\")") int32 LODBias = 0; /// /// Gets the model forced Level Of Detail index. Allows to bind the given model LOD to show. Value -1 disables this feature. /// - API_FIELD(Attributes="EditorOrder(90), DefaultValue(-1), Limit(-1, 100, 0.1f), EditorDisplay(\"Rendering\", \"Forced LOD\")") + API_FIELD(Attributes="EditorOrder(90), DefaultValue(-1), Limit(-1, 100, 0.1f), EditorDisplay(\"Drawing\", \"Forced LOD\")") int32 ForcedLOD = -1; /// /// The draw passes to use for rendering this object. /// - API_FIELD(Attributes="EditorOrder(100), DefaultValue(DrawPass.Default), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(100), DefaultValue(DrawPass.Default), EditorDisplay(\"Drawing\")") DrawPass DrawModes = DrawPass::Default; /// /// The object sort order key used when sorting drawable objects during rendering. Use lower values to draw object before others, higher values are rendered later (on top). Can be used to control transparency drawing. /// - API_FIELD(Attributes="EditorOrder(110), DefaultValue(0), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(110), DefaultValue(0), EditorDisplay(\"Drawing\")") int8 SortOrder = 0; /// /// The shadows casting mode. /// [Deprecated on 26.10.2022, expires on 26.10.2024] /// - API_FIELD(Attributes="EditorOrder(110), DefaultValue(ShadowsCastingMode.All), EditorDisplay(\"Rendering\")") + API_FIELD(Attributes="EditorOrder(110), DefaultValue(ShadowsCastingMode.All), EditorDisplay(\"Drawing\")") DEPRECATED() ShadowsCastingMode ShadowsMode = ShadowsCastingMode::All; /// @@ -190,7 +190,7 @@ public: /// /// If checked, the skeleton pose will be shown during debug shapes drawing. /// - API_FIELD(Attributes="EditorOrder(200), EditorDisplay(\"Debug\"), VisibleIf(nameof(ShowDebugDrawOptions))") bool ShowDebugDrawSkeleton = false; + API_FIELD(Attributes="EditorOrder(200), EditorDisplay(\"Skeleton\"), VisibleIf(nameof(ShowDebugDrawOptions))") bool ShowDebugDrawSkeleton = false; #endif public: @@ -442,9 +442,9 @@ public: private: #if USE_EDITOR /// - /// Used to hide options if when the skinned model or animation graph is null. + /// Used to hide options if when the skinned model or animation graph is null. /// - API_PROPERTY(Attributes = "HideInEditor, NoSerialize") bool GetShowDebugDrawOptions() const + API_PROPERTY(Attributes="HideInEditor, NoSerialize") bool GetShowDebugDrawOptions() const { return SkinnedModel != nullptr && AnimationGraph != nullptr; }