#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: