| 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 | |