Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AnimGraphPlugin.cpp
void AnimGraphPlugin::InitForAnimGraph(EMotionFX::AnimGraph* setup)
    {
        AZ_UNUSED(setup);
        m_attributesWindow->Unlock();
        m_attributesWindow->Init(QModelIndex(), true); // Force update
        m_parameterWindow->Reinit();
        m_nodeGroupWindow->Init();
        m_viewWidget->UpdateAnimGraphOptions();
#if AZ_TRAIT_EMOTIONFX_HAS_GAME_CONTROLLER
        m_gameControllerWindow->ReInit();
#endif
    }
// init for a given anim graph
init for a given anim graph
init for a given anim graph
void AnimGraphPlugin::InitForAnimGraph(EMotionFX::AnimGraph* setup)
    {
        AZ_UNUSED(setup);
        m_attributesWindow->Unlock();
        m_attributesWindow->Init(QModelIndex(), true); 
        m_parameterWindow->Reinit();
        m_nodeGroupWindow->Init();
        m_viewWidget->UpdateAnimGraphOptions();
#if AZ_TRAIT_EMOTIONFX_HAS_GAME_CONTROLLER
        m_gameControllerWindow->ReInit();
#endif
    }
void AnimGraphPlugin :: InitForAnimGraph ( EMotionFX :: AnimGraph * setup ) { AZ_UNUSED ( setup ) ; m_attributesWindow -> Unlock ( ) ; m_attributesWindow -> Init ( QModelIndex ( ) , true ) ; m_parameterWindow -> Reinit ( ) ; m_nodeGroupWindow -> Init ( ) ; m_viewWidget -> UpdateAnimGraphOptions ( ) ; #if AZ_TRAIT_EMOTIONFX_HAS_GAME_CONTROLLER m_gameControllerWindow -> ReInit ( ) ; #endif }
init for a given anim graph
init for a given anim graph
// Force update