224 lines
7.2 KiB
C++
224 lines
7.2 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGEditor/SGSocketsEditorCommands.h"
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#include "Animation/Skeleton.h"
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#include "Containers/UnrealString.h"
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#include "Engine/SkeletalMesh.h"
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#include "Framework/Commands/UIAction.h"
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#include "GenericPlatform/GenericPlatformMisc.h"
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#include "Internationalization/Text.h"
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#include "Misc/MessageDialog.h"
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#include "UObject/Object.h"
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#include "SGEditor/SGAssetUtils.h"
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#include "SGEditor/SGPluginStyle.h"
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#define LOCTEXT_NAMESPACE "SocketsEditorCommands"
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struct FSGSocketsEditorCommands::FImpl
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{
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/************************
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* Static methods
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************************/
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static void TryAddSenseGloveSockets();
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static void TryClearExistingSockets();
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};
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void FSGSocketsEditorCommands::FImpl::TryAddSenseGloveSockets()
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{
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const FText ConfirmationDialogText{
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LOCTEXT("SenseGloveAddSocketsConfirmation",
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"Do you want to add the SenseGlove sockets?")
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};
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const EAppReturnType::Type DialogResult{
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FMessageDialog::Open(EAppMsgType::YesNo, ConfirmationDialogText)
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};
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if (DialogResult != EAppReturnType::Yes)
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{
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return;
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}
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UObject* EditedAsset{FSGAssetUtils::GetEditedAsset()};
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USkeletalMesh* EditedSkeletalMesh{Cast<USkeletalMesh>(EditedAsset)};
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USkeleton* EditedSkeleton{Cast<USkeleton>(EditedAsset)};
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bool bAddedSenseGloveSockets = false;
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if (IsValid(EditedSkeletalMesh))
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{
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bAddedSenseGloveSockets = FSGAssetUtils::AddSenseGloveSockets(EditedSkeletalMesh);
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}
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else if (IsValid(EditedSkeleton))
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{
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bAddedSenseGloveSockets = FSGAssetUtils::AddSenseGloveSockets(EditedSkeleton);
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}
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if (bAddedSenseGloveSockets)
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveAddSocketsResultSuccess",
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"Successfully added the SenseGlove grab and touch sockets. If you wish the changes to persist, save"
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" the modified asset(s) now!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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else
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveAddSocketsResultSuccessFailed",
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"Failed to add the SenseGlove sockets!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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}
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void FSGSocketsEditorCommands::FImpl::TryClearExistingSockets()
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{
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const FText ConfirmationDialogText{
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LOCTEXT("SenseGloveClearExistingSocketsConfirmation",
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"Are you sure you want to clear all the existing sockets? This cannot be undone!")
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};
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const EAppReturnType::Type DialogResult{
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FMessageDialog::Open(EAppMsgType::YesNo, ConfirmationDialogText)
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};
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if (DialogResult != EAppReturnType::Yes)
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{
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return;
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}
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UObject* EditedAsset{FSGAssetUtils::GetEditedAsset()};
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USkeletalMesh* EditedSkeletalMesh{Cast<USkeletalMesh>(EditedAsset)};
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USkeleton* EditedSkeleton{Cast<USkeleton>(EditedAsset)};
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bool bClearedExistingSockets = false;
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if (IsValid(EditedSkeletalMesh))
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{
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bClearedExistingSockets = FSGAssetUtils::ClearExistingSockets(EditedSkeletalMesh);
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}
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else if (IsValid(EditedSkeleton))
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{
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bClearedExistingSockets = FSGAssetUtils::ClearExistingSockets(EditedSkeleton);
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}
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if (bClearedExistingSockets)
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveClearExistingSocketsResultSuccess",
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"Successfully cleared all the existing sockets! If you wish the changes to persist, save the"
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" modified asset(s) now!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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else
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveClearExistingSocketsResultSuccessFailed",
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"Failed to clear all the existing sockets!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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}
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FSGSocketsEditorCommands::FSGSocketsEditorCommands()
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: TCommands<FSGSocketsEditorCommands>{
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TEXT("SGSocketsEditor"),
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NSLOCTEXT("Contexts", "SGSocketsEditor", "SenseGlove Sockets Editor"),
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NAME_None,
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FSGPluginStyle::GetInstance()->GetStyleSetName()
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}
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{
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}
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FSGSocketsEditorCommands::~FSGSocketsEditorCommands() = default;
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void FSGSocketsEditorCommands::RegisterCommands()
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{
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if (CommandList.IsValid())
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{
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CommandList.Reset();
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}
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CommandList = MakeShared<FUICommandList>();
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if (SenseGloveAddSockets.IsValid())
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{
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SenseGloveAddSockets.Reset();
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}
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if (SenseGloveClearExistingSockets.IsValid())
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{
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SenseGloveClearExistingSockets.Reset();
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}
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UI_COMMAND(SenseGloveAddSockets,
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"Add SenseGlove Sockets",
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"Adds and sets up the SenseGlove grab and touch sockets",
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EUserInterfaceActionType::Button,
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FInputChord{});
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UI_COMMAND(SenseGloveClearExistingSockets,
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"Clear Existing Sockets",
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"Clears all the existing sockets; SenseGlove or otherwise",
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EUserInterfaceActionType::Button,
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FInputChord{});
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CommandList->MapAction(SenseGloveAddSockets,
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FExecuteAction::CreateLambda([&]()-> void
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{
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FImpl::TryAddSenseGloveSockets();
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}),
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FCanExecuteAction::CreateLambda([&]()-> bool
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{
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return true;
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}),
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EUIActionRepeatMode::RepeatDisabled);
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CommandList->MapAction(SenseGloveClearExistingSockets,
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FExecuteAction::CreateLambda([&]()-> void
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{
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FImpl::TryClearExistingSockets();
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}),
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FCanExecuteAction::CreateLambda([&]()-> bool
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{
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return true;
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}),
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EUIActionRepeatMode::RepeatDisabled);
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}
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#undef LOCTEXT_NAMESPACE |