AllMeshes | UCosmeticsComponent | |
AllMeshes1P | UCosmeticsComponent | |
AllMeshes3P | UCosmeticsComponent | |
AllyPlayerTrailParticle | UCosmeticsComponent | |
AnimationBlendTree1P | UCosmeticsComponent | |
AnimationBlendTree3P | UCosmeticsComponent | |
ApplyPlayerSkin(USkeletalMeshComponent *MeshComponent, EPlayerSkinPart Part, UCosmeticPlayerSkinAsset *SkinAsset) | UCosmeticsComponent | protected |
ApplyVehicleSkins(AProjectXVehicle *Vehicle) | UCosmeticsComponent | |
AsyncLoadAsset(TSoftObjectPtr< T > AssetPointer, FDelegateBinding Callback) | UCosmeticsComponent | |
AsyncLoadMaterial(TSoftObjectPtr< UMaterial > AssetPointer, int MaterialIndex, FDelegateMaterialBinding Callback) | UCosmeticsComponent | |
AsyncLoadMaterialInstance(TSoftObjectPtr< UMaterialInstance > AssetPointer, int MaterialIndex, FDelegateMaterialInstanceBinding Callback) | UCosmeticsComponent | |
AsyncLoadParticle(TSoftObjectPtr< UParticleSystem > AssetPointer, FDelegateParticleBinding Callback) | UCosmeticsComponent | |
AsyncLoadSkeletalMesh(TSoftObjectPtr< USkeletalMesh > AssetPointer, TWeakObjectPtr< USkeletalMeshComponent > MeshComponent) | UCosmeticsComponent | |
AsyncLoadSkeletalMesh(TSoftObjectPtr< USkeletalMesh > AssetPointer, TWeakObjectPtr< USkeletalMeshComponent > MeshComponent, FDelegateBinding Callback) | UCosmeticsComponent | |
AsyncLoadStaticMesh(TSoftObjectPtr< UStaticMesh > AssetPointer, TWeakObjectPtr< UStaticMeshComponent > MeshComponent) | UCosmeticsComponent | |
AsyncLoadTexture(TSoftObjectPtr< UTexture > AssetPointer, FDelegateTextureBinding Callback) | UCosmeticsComponent | |
Attachments | UCosmeticsComponent | protected |
BeginPlay() override | UCosmeticsComponent | virtual |
BodyMesh1P | UCosmeticsComponent | |
BodyMesh3P | UCosmeticsComponent | |
bPreview | UCosmeticsComponent | |
CacheAllMaterials() | UCosmeticsComponent | |
CachedActiveWeapon | UCosmeticsComponent | protected |
CachedLoadedCosmetics | UCosmeticsComponent | protected |
CachedVehicleWeapon | UCosmeticsComponent | protected |
CacheMaterial(UMeshComponent *Mesh) | UCosmeticsComponent | |
CanApplyCosmeticChanges() const | UCosmeticsComponent | |
ClassClothing3P | UCosmeticsComponent | |
ClassClothingMesh3P | UCosmeticsComponent | |
ClearMaterialLayer() | UCosmeticsComponent | |
EndPlay(const EEndPlayReason::Type EndPlayReason) override | UCosmeticsComponent | virtual |
EnemyPlayerTrailParticle | UCosmeticsComponent | |
Get3pMeshComponents() const | UCosmeticsComponent | inline |
GetPattern() const | UCosmeticsComponent | inline |
GetPlayerTrail(bool bIsAlly) const | UCosmeticsComponent | |
GetTauntMontage() const | UCosmeticsComponent | inline |
Gun1P | UCosmeticsComponent | |
Gun3P | UCosmeticsComponent | |
Head3P | UCosmeticsComponent | |
HeadVariant3P | UCosmeticsComponent | |
InitializeFromCosmeticComponent(UCosmeticsComponent *CosmeticComponent) | UCosmeticsComponent | |
InitializeMesh1P(USkeletalMeshComponent *&Mesh, FName Name) | UCosmeticsComponent | |
InitializeMesh3P(USkeletalMeshComponent *&Mesh, FName Name, bool bUseAttachedParentsBounds=false) | UCosmeticsComponent | |
IsLoadedCosmetic(ECosmeticType Type, UCosmeticAssetBase *Asset) const | UCosmeticsComponent | |
IsLocallyControlled() | UCosmeticsComponent | |
KeyChain | UCosmeticsComponent | protected |
KeyChains | UCosmeticsComponent | |
LoadCosmeticsForClass(const FEquips &Equips, ECosmeticType Type, const TSubclassOf< AProjectXCharacter > CharacterClass, const TSubclassOf< UWeaponInstance > WeaponClass=NULL) | UCosmeticsComponent | |
LoadDeathExplosion(class UCosmeticExplosionAsset *ExplosionAsset) | UCosmeticsComponent | protected |
LoadDefaultCosmetics() | UCosmeticsComponent | |
LoadedPlayerSkin | UCosmeticsComponent | protected |
LoadKeyChain(class UCosmeticKeyChainAsset *KeyChainAsset, const FString &WeaponID) | UCosmeticsComponent | protected |
LoadParticleTrail(class UCosmeticTrailAsset *TrailAsset) | UCosmeticsComponent | protected |
LoadPlayerSkin(class UCosmeticPlayerSkinAsset *SkinAsset) | UCosmeticsComponent | protected |
LoadPlayerSkinPiece(UCosmeticPlayerSkinAsset *SkinAsset, TSoftObjectPtr< USkeletalMesh > MeshAsset, const TArray< TSoftObjectPtr< UMaterialInstance > > &Materials, EPlayerSkinPart SkinLoadedPortion) | UCosmeticsComponent | protected |
LoadTaunt(class UCosmeticTauntAsset *TauntAsset) | UCosmeticsComponent | protected |
LoadVehicleWeaponSkins(UCosmeticVehicleSkinAsset *VehicleSkinAsset, const FString &WeaponID) | UCosmeticsComponent | protected |
LoadWeaponSkins(class UCosmeticWeaponSkinAsset *WeaponSkinAsset, const FString &WeaponID) | UCosmeticsComponent | protected |
ManageClothPhysics() | UCosmeticsComponent | |
MaterialCache | UCosmeticsComponent | |
MaterialLayer | UCosmeticsComponent | |
Mesh1P | UCosmeticsComponent | |
Mesh3P | UCosmeticsComponent | |
On3PWeaponLoadedEvent | UCosmeticsComponent | |
OnCosmeticsLoaded() | UCosmeticsComponent | |
OnEquipsUpdated(ECosmeticType Type, const FString &ShortCode, const FString &Key) | UCosmeticsComponent | |
OnPatternLoadedEvent | UCosmeticsComponent | |
OnPlayerSkinLoaded | UCosmeticsComponent | |
OnPlayerStateUpdated(APlayerState *PlayerState) | UCosmeticsComponent | protected |
OnPlayerTrailChangedEvent | UCosmeticsComponent | |
OnTightAimEnd() | UCosmeticsComponent | inline |
OnTightAimStart() | UCosmeticsComponent | inline |
OnVehicleChanged(AProjectXCharacter *Driver, AProjectXVehicle *CurrentVehicle, AProjectXVehicle *PreviousVehicle) | UCosmeticsComponent | virtual |
OnWeaponChanged(UWeaponInstance *Weapon) | UCosmeticsComponent | virtual |
PatternMaterial | UCosmeticsComponent | protected |
PersonalVehicleChanged(UWeaponInstanceSpawnableVehicle *PVWeapon) | UCosmeticsComponent | virtual |
Position1P | UCosmeticsComponent | |
Position3P | UCosmeticsComponent | |
RenderCustomDepth3P(const uint8 StencilValue, const bool bUseCustomDepth) | UCosmeticsComponent | |
RestoreAllMaterials() | UCosmeticsComponent | |
Rotation1P | UCosmeticsComponent | |
Rotation3P | UCosmeticsComponent | |
Scale1P | UCosmeticsComponent | |
SetFirstPersonMesh() | UCosmeticsComponent | |
SetMaterialLayer(UMaterialInterface *Material) | UCosmeticsComponent | |
SetMaterialLayerForAllMeshes() | UCosmeticsComponent | |
SetMaterialLayerForMesh(UMeshComponent *Mesh) | UCosmeticsComponent | |
SetPattern(UTexture *const NewPattern) | UCosmeticsComponent | inline |
SetScalarParameterForAllMeshes(const FName &ParameterName, float ScalarParameter) | UCosmeticsComponent | |
SetSkeletalMesh(USkeletalMeshComponent *MeshComponent, USkeletalMesh *Mesh) | UCosmeticsComponent | |
SetStaticMesh(UStaticMeshComponent *MeshComponent, UStaticMesh *Mesh) | UCosmeticsComponent | |
SetTextureParameterForAllMeshes(const FName &ParameterName, UTexture *TextureParameter) | UCosmeticsComponent | |
SetVectorParameterForAllMeshes(const FName &ParameterName, FVector VectorParameter) | UCosmeticsComponent | |
SkinLoadedResponse(UCosmeticPlayerSkinAsset *SkinAsset) | UCosmeticsComponent | protected |
SpawnKeyChainAttached(USkeletalMesh *Mesh, USceneComponent *AttachTo, TSubclassOf< UWeaponInstance > WeaponClass, FName Socket) | UCosmeticsComponent | |
SpawnSkeletalMeshAttached(USkeletalMesh *Mesh, USceneComponent *AttachTo, FName Socket) | UCosmeticsComponent | |
SpawnStaticMeshAttached(UStaticMesh *Mesh, USceneComponent *AttachTo, FName Socket) | UCosmeticsComponent | |
TauntMontage | UCosmeticsComponent | protected |
ToggleKeyChainVisiblity(bool bHideKeyChain) | UCosmeticsComponent | |
ToggleRagdoll(bool toggle) | UCosmeticsComponent | |
ToggleView(bool toggle) | UCosmeticsComponent | |
UCosmeticsComponent() | UCosmeticsComponent | |
VehicleLoadedSkins | UCosmeticsComponent | protected |
VehicleSkins | UCosmeticsComponent | |
WeaponSkins | UCosmeticsComponent | |