#include <CosmeticAssetBase.h>
|
| TSoftObjectPtr< USkeletalMesh > | HeadMesh = NULL |
| |
| TSoftObjectPtr< USkeletalMesh > | BodyMesh3P = NULL |
| |
| TSoftObjectPtr< USkeletalMesh > | BodyMesh1P = NULL |
| |
| TSoftObjectPtr< USkeletalMesh > | Equipment = NULL |
| |
| TArray< TSoftObjectPtr< UMaterialInstance > > | HeadMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
| |
| TArray< TSoftObjectPtr< UMaterialInstance > > | BodyMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
| |
| TArray< TSoftObjectPtr< UMaterialInstance > > | Body1PMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
| |
| TArray< TSoftObjectPtr< UMaterialInstance > > | EquipmentMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
| |
| TSoftObjectPtr< UTexture2D > | ItemIcon = NULL |
| |
| bool | bDefaultEquipped = false |
| |
| FString | ShortCode = "" |
| |
◆ Body1PMaterials
| TArray<TSoftObjectPtr<UMaterialInstance> > UCosmeticPlayerSkinAsset::Body1PMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
◆ BodyMaterials
| TArray<TSoftObjectPtr<UMaterialInstance> > UCosmeticPlayerSkinAsset::BodyMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
◆ BodyMesh1P
| TSoftObjectPtr<USkeletalMesh> UCosmeticPlayerSkinAsset::BodyMesh1P = NULL |
◆ BodyMesh3P
| TSoftObjectPtr<USkeletalMesh> UCosmeticPlayerSkinAsset::BodyMesh3P = NULL |
◆ Equipment
| TSoftObjectPtr<USkeletalMesh> UCosmeticPlayerSkinAsset::Equipment = NULL |
◆ EquipmentMaterials
| TArray<TSoftObjectPtr<UMaterialInstance> > UCosmeticPlayerSkinAsset::EquipmentMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
◆ HeadMaterials
| TArray<TSoftObjectPtr<UMaterialInstance> > UCosmeticPlayerSkinAsset::HeadMaterials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
◆ HeadMesh
| TSoftObjectPtr<USkeletalMesh> UCosmeticPlayerSkinAsset::HeadMesh = NULL |
The documentation for this class was generated from the following file: