LEAP Documentation 40220
Documentation for the LEAP project
UCosmeticsComponent Member List

This is the complete list of members for UCosmeticsComponent, including all inherited members.

AllMeshesUCosmeticsComponent
AllMeshes1PUCosmeticsComponent
AllMeshes3PUCosmeticsComponent
AllyPlayerTrailParticleUCosmeticsComponent
AnimationBlendTree1PUCosmeticsComponent
AnimationBlendTree3PUCosmeticsComponent
ApplyPlayerSkin(USkeletalMeshComponent *MeshComponent, EPlayerSkinPart Part, UCosmeticPlayerSkinAsset *SkinAsset)UCosmeticsComponentprotected
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
AttachmentsUCosmeticsComponentprotected
BeginPlay() overrideUCosmeticsComponentvirtual
BodyMesh1PUCosmeticsComponent
BodyMesh3PUCosmeticsComponent
bPreviewUCosmeticsComponent
CacheAllMaterials()UCosmeticsComponent
CachedActiveWeaponUCosmeticsComponentprotected
CachedLoadedCosmeticsUCosmeticsComponentprotected
CachedVehicleWeaponUCosmeticsComponentprotected
CacheMaterial(UMeshComponent *Mesh)UCosmeticsComponent
CanApplyCosmeticChanges() constUCosmeticsComponent
ClassClothing3PUCosmeticsComponent
ClassClothingMesh3PUCosmeticsComponent
ClearMaterialLayer()UCosmeticsComponent
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideUCosmeticsComponentvirtual
EnemyPlayerTrailParticleUCosmeticsComponent
Get3pMeshComponents() constUCosmeticsComponentinline
GetPattern() constUCosmeticsComponentinline
GetPlayerTrail(bool bIsAlly) constUCosmeticsComponent
GetTauntMontage() constUCosmeticsComponentinline
Gun1PUCosmeticsComponent
Gun3PUCosmeticsComponent
Head3PUCosmeticsComponent
HeadVariant3PUCosmeticsComponent
InitializeFromCosmeticComponent(UCosmeticsComponent *CosmeticComponent)UCosmeticsComponent
InitializeMesh1P(USkeletalMeshComponent *&Mesh, FName Name)UCosmeticsComponent
InitializeMesh3P(USkeletalMeshComponent *&Mesh, FName Name, bool bUseAttachedParentsBounds=false)UCosmeticsComponent
IsLoadedCosmetic(ECosmeticType Type, UCosmeticAssetBase *Asset) constUCosmeticsComponent
IsLocallyControlled()UCosmeticsComponent
KeyChainUCosmeticsComponentprotected
KeyChainsUCosmeticsComponent
LoadCosmeticsForClass(const FEquips &Equips, ECosmeticType Type, const TSubclassOf< AProjectXCharacter > CharacterClass, const TSubclassOf< UWeaponInstance > WeaponClass=NULL)UCosmeticsComponent
LoadDeathExplosion(class UCosmeticExplosionAsset *ExplosionAsset)UCosmeticsComponentprotected
LoadDefaultCosmetics()UCosmeticsComponent
LoadedPlayerSkinUCosmeticsComponentprotected
LoadKeyChain(class UCosmeticKeyChainAsset *KeyChainAsset, const FString &WeaponID)UCosmeticsComponentprotected
LoadParticleTrail(class UCosmeticTrailAsset *TrailAsset)UCosmeticsComponentprotected
LoadPlayerSkin(class UCosmeticPlayerSkinAsset *SkinAsset)UCosmeticsComponentprotected
LoadPlayerSkinPiece(UCosmeticPlayerSkinAsset *SkinAsset, TSoftObjectPtr< USkeletalMesh > MeshAsset, const TArray< TSoftObjectPtr< UMaterialInstance > > &Materials, EPlayerSkinPart SkinLoadedPortion)UCosmeticsComponentprotected
LoadTaunt(class UCosmeticTauntAsset *TauntAsset)UCosmeticsComponentprotected
LoadVehicleWeaponSkins(UCosmeticVehicleSkinAsset *VehicleSkinAsset, const FString &WeaponID)UCosmeticsComponentprotected
LoadWeaponSkins(class UCosmeticWeaponSkinAsset *WeaponSkinAsset, const FString &WeaponID)UCosmeticsComponentprotected
ManageClothPhysics()UCosmeticsComponent
MaterialCacheUCosmeticsComponent
MaterialLayerUCosmeticsComponent
Mesh1PUCosmeticsComponent
Mesh3PUCosmeticsComponent
On3PWeaponLoadedEventUCosmeticsComponent
OnCosmeticsLoaded()UCosmeticsComponent
OnEquipsUpdated(ECosmeticType Type, const FString &ShortCode, const FString &Key)UCosmeticsComponent
OnPatternLoadedEventUCosmeticsComponent
OnPlayerSkinLoadedUCosmeticsComponent
OnPlayerStateUpdated(APlayerState *PlayerState)UCosmeticsComponentprotected
OnPlayerTrailChangedEventUCosmeticsComponent
OnTightAimEnd()UCosmeticsComponentinline
OnTightAimStart()UCosmeticsComponentinline
OnVehicleChanged(AProjectXCharacter *Driver, AProjectXVehicle *CurrentVehicle, AProjectXVehicle *PreviousVehicle)UCosmeticsComponentvirtual
OnWeaponChanged(UWeaponInstance *Weapon)UCosmeticsComponentvirtual
PatternMaterialUCosmeticsComponentprotected
PersonalVehicleChanged(UWeaponInstanceSpawnableVehicle *PVWeapon)UCosmeticsComponentvirtual
Position1PUCosmeticsComponent
Position3PUCosmeticsComponent
RenderCustomDepth3P(const uint8 StencilValue, const bool bUseCustomDepth)UCosmeticsComponent
RestoreAllMaterials()UCosmeticsComponent
Rotation1PUCosmeticsComponent
Rotation3PUCosmeticsComponent
Scale1PUCosmeticsComponent
SetFirstPersonMesh()UCosmeticsComponent
SetMaterialLayer(UMaterialInterface *Material)UCosmeticsComponent
SetMaterialLayerForAllMeshes()UCosmeticsComponent
SetMaterialLayerForMesh(UMeshComponent *Mesh)UCosmeticsComponent
SetPattern(UTexture *const NewPattern)UCosmeticsComponentinline
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)UCosmeticsComponentprotected
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
TauntMontageUCosmeticsComponentprotected
ToggleKeyChainVisiblity(bool bHideKeyChain)UCosmeticsComponent
ToggleRagdoll(bool toggle)UCosmeticsComponent
ToggleView(bool toggle)UCosmeticsComponent
UCosmeticsComponent()UCosmeticsComponent
VehicleLoadedSkinsUCosmeticsComponentprotected
VehicleSkinsUCosmeticsComponent
WeaponSkinsUCosmeticsComponent