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LEAP Documentation 40220
Documentation for the LEAP project
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#include <CosmeticsComponent.h>
Public Member Functions | |
UCosmeticsComponent () | |
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
virtual void | BeginPlay () override |
UTexture * | GetPattern () const |
void | SetPattern (UTexture *const NewPattern) |
const TArray< UMeshComponent * > & | Get3pMeshComponents () const |
void | SetStaticMesh (UStaticMeshComponent *MeshComponent, UStaticMesh *Mesh) |
void | SetSkeletalMesh (USkeletalMeshComponent *MeshComponent, USkeletalMesh *Mesh) |
void | SetFirstPersonMesh () |
void | SetScalarParameterForAllMeshes (const FName &ParameterName, float ScalarParameter) |
void | SetVectorParameterForAllMeshes (const FName &ParameterName, FVector VectorParameter) |
void | SetTextureParameterForAllMeshes (const FName &ParameterName, UTexture *TextureParameter) |
void | SetMaterialLayer (UMaterialInterface *Material) |
void | ClearMaterialLayer () |
void | CacheAllMaterials () |
void | CacheMaterial (UMeshComponent *Mesh) |
void | RestoreAllMaterials () |
void | SetMaterialLayerForAllMeshes () |
void | SetMaterialLayerForMesh (UMeshComponent *Mesh) |
void | ApplyVehicleSkins (AProjectXVehicle *Vehicle) |
bool | IsLoadedCosmetic (ECosmeticType Type, UCosmeticAssetBase *Asset) const |
void | LoadDefaultCosmetics () |
void | ToggleKeyChainVisiblity (bool bHideKeyChain) |
void | ToggleView (bool toggle) |
virtual void | OnWeaponChanged (UWeaponInstance *Weapon) |
virtual void | OnVehicleChanged (AProjectXCharacter *Driver, AProjectXVehicle *CurrentVehicle, AProjectXVehicle *PreviousVehicle) |
virtual void | PersonalVehicleChanged (UWeaponInstanceSpawnableVehicle *PVWeapon) |
void | OnTightAimStart () |
void | OnTightAimEnd () |
void | OnCosmeticsLoaded () |
void | LoadCosmeticsForClass (const FEquips &Equips, ECosmeticType Type, const TSubclassOf< AProjectXCharacter > CharacterClass, const TSubclassOf< UWeaponInstance > WeaponClass=NULL) |
void | OnEquipsUpdated (ECosmeticType Type, const FString &ShortCode, const FString &Key) |
bool | IsLocallyControlled () |
void | ToggleRagdoll (bool toggle) |
void | ManageClothPhysics () |
class UParticleSystem * | GetPlayerTrail (bool bIsAlly) const |
UAnimMontage * | GetTauntMontage () const |
void | InitializeMesh1P (USkeletalMeshComponent *&Mesh, FName Name) |
void | InitializeMesh3P (USkeletalMeshComponent *&Mesh, FName Name, bool bUseAttachedParentsBounds=false) |
void | InitializeFromCosmeticComponent (UCosmeticsComponent *CosmeticComponent) |
void | AsyncLoadSkeletalMesh (TSoftObjectPtr< USkeletalMesh > AssetPointer, TWeakObjectPtr< USkeletalMeshComponent > MeshComponent) |
void | AsyncLoadSkeletalMesh (TSoftObjectPtr< USkeletalMesh > AssetPointer, TWeakObjectPtr< USkeletalMeshComponent > MeshComponent, FDelegateBinding Callback) |
void | AsyncLoadStaticMesh (TSoftObjectPtr< UStaticMesh > AssetPointer, TWeakObjectPtr< UStaticMeshComponent > MeshComponent) |
void | AsyncLoadMaterialInstance (TSoftObjectPtr< UMaterialInstance > AssetPointer, int MaterialIndex, FDelegateMaterialInstanceBinding Callback) |
void | AsyncLoadMaterial (TSoftObjectPtr< UMaterial > AssetPointer, int MaterialIndex, FDelegateMaterialBinding Callback) |
void | AsyncLoadTexture (TSoftObjectPtr< UTexture > AssetPointer, FDelegateTextureBinding Callback) |
void | AsyncLoadParticle (TSoftObjectPtr< UParticleSystem > AssetPointer, FDelegateParticleBinding Callback) |
void | SpawnSkeletalMeshAttached (USkeletalMesh *Mesh, USceneComponent *AttachTo, FName Socket) |
void | SpawnStaticMeshAttached (UStaticMesh *Mesh, USceneComponent *AttachTo, FName Socket) |
void | SpawnKeyChainAttached (USkeletalMesh *Mesh, USceneComponent *AttachTo, TSubclassOf< UWeaponInstance > WeaponClass, FName Socket) |
template<class T > | |
void | AsyncLoadAsset (TSoftObjectPtr< T > AssetPointer, FDelegateBinding Callback) |
bool | CanApplyCosmeticChanges () const |
void | RenderCustomDepth3P (const uint8 StencilValue, const bool bUseCustomDepth) |
Public Attributes | |
FVector | Scale1P = FVector(1.0f,1.0f,1.0f) |
FVector | Position1P = FVector(-45.0f, 0.0f, -155.0f) |
FVector | Rotation1P = FVector(8.0f, 0.0f, -90.0f) |
FVector | Position3P = FVector(0.0f, 0.0f, -96.0f) |
FRotator | Rotation3P = FRotator(0.0f, -90.0f, 0.0f) |
bool | bPreview = false |
UClass * | AnimationBlendTree1P |
UClass * | AnimationBlendTree3P |
USkeletalMesh * | BodyMesh1P |
USkeletalMesh * | BodyMesh3P |
USkeletalMesh * | ClassClothingMesh3P |
USkeletalMesh * | HeadVariant3P |
USkeletalMeshComponent * | Mesh1P |
UBISSkeletalMeshComponent * | Mesh3P |
USkeletalMeshComponent * | Gun1P |
class UParticleSystem * | AllyPlayerTrailParticle |
class UParticleSystem * | EnemyPlayerTrailParticle |
TMap< FString, FWeaponSkin > | WeaponSkins |
TMap< FString, FVehicleSkin > | VehicleSkins |
TMap< FString, FKeyChain > | KeyChains |
UBISSkeletalMeshComponent * | Head3P = nullptr |
UBISSkeletalMeshComponent * | ClassClothing3P = nullptr |
UBISSkeletalMeshComponent * | Gun3P = nullptr |
TArray< UMeshComponent * > | AllMeshes3P |
TArray< UMeshComponent * > | AllMeshes1P |
TArray< UMeshComponent * > | AllMeshes |
TWeakObjectPtr< UMaterialInterface > | MaterialLayer = nullptr |
TMap< TWeakObjectPtr< UMeshComponent >, TArray< TWeakObjectPtr< UMaterialInterface > > > | MaterialCache |
FOnPlayerSkinLoadedSignature | OnPlayerSkinLoaded |
FOnCosmeticLoadedSignature | OnPlayerTrailChangedEvent |
FOnCosmeticMeshLoadingSignature | On3PWeaponLoadedEvent |
FOnCosmeticLoadedSignature | OnPatternLoadedEvent |
Protected Member Functions | |
void | LoadPlayerSkin (class UCosmeticPlayerSkinAsset *SkinAsset) |
void | LoadParticleTrail (class UCosmeticTrailAsset *TrailAsset) |
void | LoadVehicleWeaponSkins (UCosmeticVehicleSkinAsset *VehicleSkinAsset, const FString &WeaponID) |
void | LoadWeaponSkins (class UCosmeticWeaponSkinAsset *WeaponSkinAsset, const FString &WeaponID) |
void | LoadDeathExplosion (class UCosmeticExplosionAsset *ExplosionAsset) |
void | LoadTaunt (class UCosmeticTauntAsset *TauntAsset) |
void | LoadKeyChain (class UCosmeticKeyChainAsset *KeyChainAsset, const FString &WeaponID) |
void | OnPlayerStateUpdated (APlayerState *PlayerState) |
void | LoadPlayerSkinPiece (UCosmeticPlayerSkinAsset *SkinAsset, TSoftObjectPtr< USkeletalMesh > MeshAsset, const TArray< TSoftObjectPtr< UMaterialInstance > > &Materials, EPlayerSkinPart SkinLoadedPortion) |
bool | SkinLoadedResponse (UCosmeticPlayerSkinAsset *SkinAsset) |
void | ApplyPlayerSkin (USkeletalMeshComponent *MeshComponent, EPlayerSkinPart Part, UCosmeticPlayerSkinAsset *SkinAsset) |
Protected Attributes | |
TWeakObjectPtr< UWeaponInstance > | CachedActiveWeapon = nullptr |
TWeakObjectPtr< UWeaponInstanceSpawnableVehicle > | CachedVehicleWeapon = nullptr |
TArray< USceneComponent * > | Attachments |
UBISSkeletalMeshComponent * | KeyChain = nullptr |
UAnimMontage * | TauntMontage = nullptr |
UTexture * | PatternMaterial = nullptr |
TMap< FString, TMap< uint8, UMaterialInstance * > > | VehicleLoadedSkins |
TMap< UCosmeticPlayerSkinAsset *, FPlayerSkin > | LoadedPlayerSkin |
TMap< ECosmeticType, UCosmeticAssetBase * > | CachedLoadedCosmetics |
UCosmeticsComponent::UCosmeticsComponent | ( | ) |
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void UCosmeticsComponent::ApplyVehicleSkins | ( | AProjectXVehicle * | Vehicle | ) |
void UCosmeticsComponent::AsyncLoadAsset | ( | TSoftObjectPtr< T > | AssetPointer, |
FDelegateBinding | Callback | ||
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void UCosmeticsComponent::AsyncLoadMaterial | ( | TSoftObjectPtr< UMaterial > | AssetPointer, |
int | MaterialIndex, | ||
FDelegateMaterialBinding | Callback | ||
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void UCosmeticsComponent::AsyncLoadMaterialInstance | ( | TSoftObjectPtr< UMaterialInstance > | AssetPointer, |
int | MaterialIndex, | ||
FDelegateMaterialInstanceBinding | Callback | ||
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void UCosmeticsComponent::AsyncLoadParticle | ( | TSoftObjectPtr< UParticleSystem > | AssetPointer, |
FDelegateParticleBinding | Callback | ||
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void UCosmeticsComponent::AsyncLoadSkeletalMesh | ( | TSoftObjectPtr< USkeletalMesh > | AssetPointer, |
TWeakObjectPtr< USkeletalMeshComponent > | MeshComponent | ||
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void UCosmeticsComponent::AsyncLoadSkeletalMesh | ( | TSoftObjectPtr< USkeletalMesh > | AssetPointer, |
TWeakObjectPtr< USkeletalMeshComponent > | MeshComponent, | ||
FDelegateBinding | Callback | ||
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void UCosmeticsComponent::AsyncLoadStaticMesh | ( | TSoftObjectPtr< UStaticMesh > | AssetPointer, |
TWeakObjectPtr< UStaticMeshComponent > | MeshComponent | ||
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void UCosmeticsComponent::AsyncLoadTexture | ( | TSoftObjectPtr< UTexture > | AssetPointer, |
FDelegateTextureBinding | Callback | ||
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void UCosmeticsComponent::CacheAllMaterials | ( | ) |
void UCosmeticsComponent::CacheMaterial | ( | UMeshComponent * | Mesh | ) |
bool UCosmeticsComponent::CanApplyCosmeticChanges | ( | ) | const |
void UCosmeticsComponent::ClearMaterialLayer | ( | ) |
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UParticleSystem * UCosmeticsComponent::GetPlayerTrail | ( | bool | bIsAlly | ) | const |
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void UCosmeticsComponent::InitializeFromCosmeticComponent | ( | UCosmeticsComponent * | CosmeticComponent | ) |
void UCosmeticsComponent::InitializeMesh1P | ( | USkeletalMeshComponent *& | Mesh, |
FName | Name | ||
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void UCosmeticsComponent::InitializeMesh3P | ( | USkeletalMeshComponent *& | Mesh, |
FName | Name, | ||
bool | bUseAttachedParentsBounds = false |
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bool UCosmeticsComponent::IsLoadedCosmetic | ( | ECosmeticType | Type, |
UCosmeticAssetBase * | Asset | ||
) | const |
bool UCosmeticsComponent::IsLocallyControlled | ( | ) |
void UCosmeticsComponent::LoadCosmeticsForClass | ( | const FEquips & | Equips, |
ECosmeticType | Type, | ||
const TSubclassOf< AProjectXCharacter > | CharacterClass, | ||
const TSubclassOf< UWeaponInstance > | WeaponClass = NULL |
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void UCosmeticsComponent::LoadDefaultCosmetics | ( | ) |
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void UCosmeticsComponent::ManageClothPhysics | ( | ) |
void UCosmeticsComponent::OnCosmeticsLoaded | ( | ) |
void UCosmeticsComponent::OnEquipsUpdated | ( | ECosmeticType | Type, |
const FString & | ShortCode, | ||
const FString & | Key | ||
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void UCosmeticsComponent::RenderCustomDepth3P | ( | const uint8 | StencilValue, |
const bool | bUseCustomDepth | ||
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void UCosmeticsComponent::RestoreAllMaterials | ( | ) |
void UCosmeticsComponent::SetFirstPersonMesh | ( | ) |
void UCosmeticsComponent::SetMaterialLayer | ( | UMaterialInterface * | Material | ) |
void UCosmeticsComponent::SetMaterialLayerForAllMeshes | ( | ) |
void UCosmeticsComponent::SetMaterialLayerForMesh | ( | UMeshComponent * | Mesh | ) |
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void UCosmeticsComponent::SetScalarParameterForAllMeshes | ( | const FName & | ParameterName, |
float | ScalarParameter | ||
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void UCosmeticsComponent::SetSkeletalMesh | ( | USkeletalMeshComponent * | MeshComponent, |
USkeletalMesh * | Mesh | ||
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void UCosmeticsComponent::SetStaticMesh | ( | UStaticMeshComponent * | MeshComponent, |
UStaticMesh * | Mesh | ||
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void UCosmeticsComponent::SetTextureParameterForAllMeshes | ( | const FName & | ParameterName, |
UTexture * | TextureParameter | ||
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void UCosmeticsComponent::SetVectorParameterForAllMeshes | ( | const FName & | ParameterName, |
FVector | VectorParameter | ||
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void UCosmeticsComponent::SpawnKeyChainAttached | ( | USkeletalMesh * | Mesh, |
USceneComponent * | AttachTo, | ||
TSubclassOf< UWeaponInstance > | WeaponClass, | ||
FName | Socket | ||
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void UCosmeticsComponent::SpawnSkeletalMeshAttached | ( | USkeletalMesh * | Mesh, |
USceneComponent * | AttachTo, | ||
FName | Socket | ||
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void UCosmeticsComponent::SpawnStaticMeshAttached | ( | UStaticMesh * | Mesh, |
USceneComponent * | AttachTo, | ||
FName | Socket | ||
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void UCosmeticsComponent::ToggleKeyChainVisiblity | ( | bool | bHideKeyChain | ) |
void UCosmeticsComponent::ToggleRagdoll | ( | bool | toggle | ) |
void UCosmeticsComponent::ToggleView | ( | bool | toggle | ) |
Toggle between 1P and 3P Meshes, Pass TRUE for 1P
TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes |
TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes1P |
TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes3P |
Various Modular Macro Groups
class UParticleSystem* UCosmeticsComponent::AllyPlayerTrailParticle |
UClass* UCosmeticsComponent::AnimationBlendTree1P |
Anim Blueprints
UClass* UCosmeticsComponent::AnimationBlendTree3P |
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USkeletalMesh* UCosmeticsComponent::BodyMesh1P |
Gender-Based Mesh Components
USkeletalMesh* UCosmeticsComponent::BodyMesh3P |
bool UCosmeticsComponent::bPreview = false |
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UBISSkeletalMeshComponent* UCosmeticsComponent::ClassClothing3P = nullptr |
3P Modular Equipment Apprearance
USkeletalMesh* UCosmeticsComponent::ClassClothingMesh3P |
class UParticleSystem* UCosmeticsComponent::EnemyPlayerTrailParticle |
USkeletalMeshComponent* UCosmeticsComponent::Gun1P |
1P Modular Equipment Apprearance
UBISSkeletalMeshComponent* UCosmeticsComponent::Gun3P = nullptr |
UBISSkeletalMeshComponent* UCosmeticsComponent::Head3P = nullptr |
USkeletalMesh* UCosmeticsComponent::HeadVariant3P |
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TMap<FString, FKeyChain> UCosmeticsComponent::KeyChains |
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TMap<TWeakObjectPtr<UMeshComponent>, TArray<TWeakObjectPtr<UMaterialInterface> > > UCosmeticsComponent::MaterialCache |
TWeakObjectPtr<UMaterialInterface> UCosmeticsComponent::MaterialLayer = nullptr |
USkeletalMeshComponent* UCosmeticsComponent::Mesh1P |
MasterSkeletons
UBISSkeletalMeshComponent* UCosmeticsComponent::Mesh3P |
FOnCosmeticMeshLoadingSignature UCosmeticsComponent::On3PWeaponLoadedEvent |
FOnCosmeticLoadedSignature UCosmeticsComponent::OnPatternLoadedEvent |
FOnPlayerSkinLoadedSignature UCosmeticsComponent::OnPlayerSkinLoaded |
FOnCosmeticLoadedSignature UCosmeticsComponent::OnPlayerTrailChangedEvent |
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FVector UCosmeticsComponent::Position1P = FVector(-45.0f, 0.0f, -155.0f) |
FVector UCosmeticsComponent::Position3P = FVector(0.0f, 0.0f, -96.0f) |
FVector UCosmeticsComponent::Rotation1P = FVector(8.0f, 0.0f, -90.0f) |
FRotator UCosmeticsComponent::Rotation3P = FRotator(0.0f, -90.0f, 0.0f) |
FVector UCosmeticsComponent::Scale1P = FVector(1.0f,1.0f,1.0f) |
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TMap<FString, FVehicleSkin> UCosmeticsComponent::VehicleSkins |
TMap<FString,FWeaponSkin> UCosmeticsComponent::WeaponSkins |