LEAP Documentation 40220
Documentation for the LEAP project
UCosmeticsComponent Class Reference

#include <CosmeticsComponent.h>

Inheritance diagram for UCosmeticsComponent:

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
 
UBISSkeletalMeshComponentMesh3P
 
USkeletalMeshComponent * Gun1P
 
class UParticleSystem * AllyPlayerTrailParticle
 
class UParticleSystem * EnemyPlayerTrailParticle
 
TMap< FString, FWeaponSkinWeaponSkins
 
TMap< FString, FVehicleSkinVehicleSkins
 
TMap< FString, FKeyChainKeyChains
 
UBISSkeletalMeshComponentHead3P = nullptr
 
UBISSkeletalMeshComponentClassClothing3P = nullptr
 
UBISSkeletalMeshComponentGun3P = 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< UWeaponInstanceCachedActiveWeapon = nullptr
 
TWeakObjectPtr< UWeaponInstanceSpawnableVehicleCachedVehicleWeapon = nullptr
 
TArray< USceneComponent * > Attachments
 
UBISSkeletalMeshComponentKeyChain = nullptr
 
UAnimMontage * TauntMontage = nullptr
 
UTexture * PatternMaterial = nullptr
 
TMap< FString, TMap< uint8, UMaterialInstance * > > VehicleLoadedSkins
 
TMap< UCosmeticPlayerSkinAsset *, FPlayerSkinLoadedPlayerSkin
 
TMap< ECosmeticType, UCosmeticAssetBase * > CachedLoadedCosmetics
 

Constructor & Destructor Documentation

◆ UCosmeticsComponent()

UCosmeticsComponent::UCosmeticsComponent ( )

Member Function Documentation

◆ ApplyPlayerSkin()

void UCosmeticsComponent::ApplyPlayerSkin ( USkeletalMeshComponent *  MeshComponent,
EPlayerSkinPart  Part,
UCosmeticPlayerSkinAsset SkinAsset 
)
protected

◆ ApplyVehicleSkins()

void UCosmeticsComponent::ApplyVehicleSkins ( AProjectXVehicle Vehicle)

◆ AsyncLoadAsset()

template<class T >
void UCosmeticsComponent::AsyncLoadAsset ( TSoftObjectPtr< T >  AssetPointer,
FDelegateBinding  Callback 
)

◆ AsyncLoadMaterial()

void UCosmeticsComponent::AsyncLoadMaterial ( TSoftObjectPtr< UMaterial >  AssetPointer,
int  MaterialIndex,
FDelegateMaterialBinding  Callback 
)

◆ AsyncLoadMaterialInstance()

void UCosmeticsComponent::AsyncLoadMaterialInstance ( TSoftObjectPtr< UMaterialInstance >  AssetPointer,
int  MaterialIndex,
FDelegateMaterialInstanceBinding  Callback 
)

◆ AsyncLoadParticle()

void UCosmeticsComponent::AsyncLoadParticle ( TSoftObjectPtr< UParticleSystem >  AssetPointer,
FDelegateParticleBinding  Callback 
)

◆ AsyncLoadSkeletalMesh() [1/2]

void UCosmeticsComponent::AsyncLoadSkeletalMesh ( TSoftObjectPtr< USkeletalMesh >  AssetPointer,
TWeakObjectPtr< USkeletalMeshComponent >  MeshComponent 
)

◆ AsyncLoadSkeletalMesh() [2/2]

void UCosmeticsComponent::AsyncLoadSkeletalMesh ( TSoftObjectPtr< USkeletalMesh >  AssetPointer,
TWeakObjectPtr< USkeletalMeshComponent >  MeshComponent,
FDelegateBinding  Callback 
)

◆ AsyncLoadStaticMesh()

void UCosmeticsComponent::AsyncLoadStaticMesh ( TSoftObjectPtr< UStaticMesh >  AssetPointer,
TWeakObjectPtr< UStaticMeshComponent >  MeshComponent 
)

◆ AsyncLoadTexture()

void UCosmeticsComponent::AsyncLoadTexture ( TSoftObjectPtr< UTexture >  AssetPointer,
FDelegateTextureBinding  Callback 
)

◆ BeginPlay()

void UCosmeticsComponent::BeginPlay ( )
overridevirtual

◆ CacheAllMaterials()

void UCosmeticsComponent::CacheAllMaterials ( )

◆ CacheMaterial()

void UCosmeticsComponent::CacheMaterial ( UMeshComponent *  Mesh)

◆ CanApplyCosmeticChanges()

bool UCosmeticsComponent::CanApplyCosmeticChanges ( ) const

◆ ClearMaterialLayer()

void UCosmeticsComponent::ClearMaterialLayer ( )

◆ EndPlay()

void UCosmeticsComponent::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ Get3pMeshComponents()

const TArray< UMeshComponent * > & UCosmeticsComponent::Get3pMeshComponents ( ) const
inline

◆ GetPattern()

UTexture * UCosmeticsComponent::GetPattern ( ) const
inline

◆ GetPlayerTrail()

UParticleSystem * UCosmeticsComponent::GetPlayerTrail ( bool  bIsAlly) const

◆ GetTauntMontage()

UAnimMontage * UCosmeticsComponent::GetTauntMontage ( ) const
inline

◆ InitializeFromCosmeticComponent()

void UCosmeticsComponent::InitializeFromCosmeticComponent ( UCosmeticsComponent CosmeticComponent)

◆ InitializeMesh1P()

void UCosmeticsComponent::InitializeMesh1P ( USkeletalMeshComponent *&  Mesh,
FName  Name 
)

◆ InitializeMesh3P()

void UCosmeticsComponent::InitializeMesh3P ( USkeletalMeshComponent *&  Mesh,
FName  Name,
bool  bUseAttachedParentsBounds = false 
)

◆ IsLoadedCosmetic()

bool UCosmeticsComponent::IsLoadedCosmetic ( ECosmeticType  Type,
UCosmeticAssetBase Asset 
) const

◆ IsLocallyControlled()

bool UCosmeticsComponent::IsLocallyControlled ( )

◆ LoadCosmeticsForClass()

void UCosmeticsComponent::LoadCosmeticsForClass ( const FEquips Equips,
ECosmeticType  Type,
const TSubclassOf< AProjectXCharacter CharacterClass,
const TSubclassOf< UWeaponInstance WeaponClass = NULL 
)

◆ LoadDeathExplosion()

void UCosmeticsComponent::LoadDeathExplosion ( class UCosmeticExplosionAsset ExplosionAsset)
protected

◆ LoadDefaultCosmetics()

void UCosmeticsComponent::LoadDefaultCosmetics ( )

◆ LoadKeyChain()

void UCosmeticsComponent::LoadKeyChain ( class UCosmeticKeyChainAsset KeyChainAsset,
const FString &  WeaponID 
)
protected

◆ LoadParticleTrail()

void UCosmeticsComponent::LoadParticleTrail ( class UCosmeticTrailAsset TrailAsset)
protected

◆ LoadPlayerSkin()

void UCosmeticsComponent::LoadPlayerSkin ( class UCosmeticPlayerSkinAsset SkinAsset)
protected

◆ LoadPlayerSkinPiece()

void UCosmeticsComponent::LoadPlayerSkinPiece ( UCosmeticPlayerSkinAsset SkinAsset,
TSoftObjectPtr< USkeletalMesh >  MeshAsset,
const TArray< TSoftObjectPtr< UMaterialInstance > > &  Materials,
EPlayerSkinPart  SkinLoadedPortion 
)
protected

◆ LoadTaunt()

void UCosmeticsComponent::LoadTaunt ( class UCosmeticTauntAsset TauntAsset)
protected

◆ LoadVehicleWeaponSkins()

void UCosmeticsComponent::LoadVehicleWeaponSkins ( UCosmeticVehicleSkinAsset VehicleSkinAsset,
const FString &  WeaponID 
)
protected

◆ LoadWeaponSkins()

void UCosmeticsComponent::LoadWeaponSkins ( class UCosmeticWeaponSkinAsset WeaponSkinAsset,
const FString &  WeaponID 
)
protected

◆ ManageClothPhysics()

void UCosmeticsComponent::ManageClothPhysics ( )

◆ OnCosmeticsLoaded()

void UCosmeticsComponent::OnCosmeticsLoaded ( )

◆ OnEquipsUpdated()

void UCosmeticsComponent::OnEquipsUpdated ( ECosmeticType  Type,
const FString &  ShortCode,
const FString &  Key 
)

◆ OnPlayerStateUpdated()

void UCosmeticsComponent::OnPlayerStateUpdated ( APlayerState *  PlayerState)
protected

◆ OnTightAimEnd()

void UCosmeticsComponent::OnTightAimEnd ( )
inline

◆ OnTightAimStart()

void UCosmeticsComponent::OnTightAimStart ( )
inline

◆ OnVehicleChanged()

void UCosmeticsComponent::OnVehicleChanged ( AProjectXCharacter Driver,
AProjectXVehicle CurrentVehicle,
AProjectXVehicle PreviousVehicle 
)
virtual

◆ OnWeaponChanged()

void UCosmeticsComponent::OnWeaponChanged ( UWeaponInstance Weapon)
virtual

◆ PersonalVehicleChanged()

void UCosmeticsComponent::PersonalVehicleChanged ( UWeaponInstanceSpawnableVehicle PVWeapon)
virtual

◆ RenderCustomDepth3P()

void UCosmeticsComponent::RenderCustomDepth3P ( const uint8  StencilValue,
const bool  bUseCustomDepth 
)

◆ RestoreAllMaterials()

void UCosmeticsComponent::RestoreAllMaterials ( )

◆ SetFirstPersonMesh()

void UCosmeticsComponent::SetFirstPersonMesh ( )

◆ SetMaterialLayer()

void UCosmeticsComponent::SetMaterialLayer ( UMaterialInterface *  Material)

◆ SetMaterialLayerForAllMeshes()

void UCosmeticsComponent::SetMaterialLayerForAllMeshes ( )

◆ SetMaterialLayerForMesh()

void UCosmeticsComponent::SetMaterialLayerForMesh ( UMeshComponent *  Mesh)

◆ SetPattern()

void UCosmeticsComponent::SetPattern ( UTexture *const  NewPattern)
inline

◆ SetScalarParameterForAllMeshes()

void UCosmeticsComponent::SetScalarParameterForAllMeshes ( const FName &  ParameterName,
float  ScalarParameter 
)

◆ SetSkeletalMesh()

void UCosmeticsComponent::SetSkeletalMesh ( USkeletalMeshComponent *  MeshComponent,
USkeletalMesh *  Mesh 
)

◆ SetStaticMesh()

void UCosmeticsComponent::SetStaticMesh ( UStaticMeshComponent *  MeshComponent,
UStaticMesh *  Mesh 
)

◆ SetTextureParameterForAllMeshes()

void UCosmeticsComponent::SetTextureParameterForAllMeshes ( const FName &  ParameterName,
UTexture *  TextureParameter 
)

◆ SetVectorParameterForAllMeshes()

void UCosmeticsComponent::SetVectorParameterForAllMeshes ( const FName &  ParameterName,
FVector  VectorParameter 
)

◆ SkinLoadedResponse()

bool UCosmeticsComponent::SkinLoadedResponse ( UCosmeticPlayerSkinAsset SkinAsset)
protected

◆ SpawnKeyChainAttached()

void UCosmeticsComponent::SpawnKeyChainAttached ( USkeletalMesh *  Mesh,
USceneComponent *  AttachTo,
TSubclassOf< UWeaponInstance WeaponClass,
FName  Socket 
)

◆ SpawnSkeletalMeshAttached()

void UCosmeticsComponent::SpawnSkeletalMeshAttached ( USkeletalMesh *  Mesh,
USceneComponent *  AttachTo,
FName  Socket 
)

◆ SpawnStaticMeshAttached()

void UCosmeticsComponent::SpawnStaticMeshAttached ( UStaticMesh *  Mesh,
USceneComponent *  AttachTo,
FName  Socket 
)

◆ ToggleKeyChainVisiblity()

void UCosmeticsComponent::ToggleKeyChainVisiblity ( bool  bHideKeyChain)

◆ ToggleRagdoll()

void UCosmeticsComponent::ToggleRagdoll ( bool  toggle)

◆ ToggleView()

void UCosmeticsComponent::ToggleView ( bool  toggle)

Toggle between 1P and 3P Meshes, Pass TRUE for 1P

Member Data Documentation

◆ AllMeshes

TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes

◆ AllMeshes1P

TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes1P

◆ AllMeshes3P

TArray<UMeshComponent*> UCosmeticsComponent::AllMeshes3P

Various Modular Macro Groups

◆ AllyPlayerTrailParticle

class UParticleSystem* UCosmeticsComponent::AllyPlayerTrailParticle

◆ AnimationBlendTree1P

UClass* UCosmeticsComponent::AnimationBlendTree1P

Anim Blueprints

◆ AnimationBlendTree3P

UClass* UCosmeticsComponent::AnimationBlendTree3P

◆ Attachments

TArray<USceneComponent*> UCosmeticsComponent::Attachments
protected

◆ BodyMesh1P

USkeletalMesh* UCosmeticsComponent::BodyMesh1P

Gender-Based Mesh Components

◆ BodyMesh3P

USkeletalMesh* UCosmeticsComponent::BodyMesh3P

◆ bPreview

bool UCosmeticsComponent::bPreview = false

◆ CachedActiveWeapon

TWeakObjectPtr<UWeaponInstance> UCosmeticsComponent::CachedActiveWeapon = nullptr
protected

◆ CachedLoadedCosmetics

TMap<ECosmeticType, UCosmeticAssetBase*> UCosmeticsComponent::CachedLoadedCosmetics
protected

◆ CachedVehicleWeapon

TWeakObjectPtr<UWeaponInstanceSpawnableVehicle> UCosmeticsComponent::CachedVehicleWeapon = nullptr
protected

◆ ClassClothing3P

UBISSkeletalMeshComponent* UCosmeticsComponent::ClassClothing3P = nullptr

3P Modular Equipment Apprearance

◆ ClassClothingMesh3P

USkeletalMesh* UCosmeticsComponent::ClassClothingMesh3P

◆ EnemyPlayerTrailParticle

class UParticleSystem* UCosmeticsComponent::EnemyPlayerTrailParticle

◆ Gun1P

USkeletalMeshComponent* UCosmeticsComponent::Gun1P

1P Modular Equipment Apprearance

◆ Gun3P

UBISSkeletalMeshComponent* UCosmeticsComponent::Gun3P = nullptr

◆ Head3P

UBISSkeletalMeshComponent* UCosmeticsComponent::Head3P = nullptr

◆ HeadVariant3P

USkeletalMesh* UCosmeticsComponent::HeadVariant3P

◆ KeyChain

UBISSkeletalMeshComponent* UCosmeticsComponent::KeyChain = nullptr
protected

◆ KeyChains

TMap<FString, FKeyChain> UCosmeticsComponent::KeyChains

◆ LoadedPlayerSkin

TMap<UCosmeticPlayerSkinAsset*,FPlayerSkin> UCosmeticsComponent::LoadedPlayerSkin
protected

◆ MaterialCache

TMap<TWeakObjectPtr<UMeshComponent>, TArray<TWeakObjectPtr<UMaterialInterface> > > UCosmeticsComponent::MaterialCache

◆ MaterialLayer

TWeakObjectPtr<UMaterialInterface> UCosmeticsComponent::MaterialLayer = nullptr

◆ Mesh1P

USkeletalMeshComponent* UCosmeticsComponent::Mesh1P

MasterSkeletons

◆ Mesh3P

UBISSkeletalMeshComponent* UCosmeticsComponent::Mesh3P

◆ On3PWeaponLoadedEvent

FOnCosmeticMeshLoadingSignature UCosmeticsComponent::On3PWeaponLoadedEvent

◆ OnPatternLoadedEvent

FOnCosmeticLoadedSignature UCosmeticsComponent::OnPatternLoadedEvent

◆ OnPlayerSkinLoaded

FOnPlayerSkinLoadedSignature UCosmeticsComponent::OnPlayerSkinLoaded

◆ OnPlayerTrailChangedEvent

FOnCosmeticLoadedSignature UCosmeticsComponent::OnPlayerTrailChangedEvent

◆ PatternMaterial

UTexture* UCosmeticsComponent::PatternMaterial = nullptr
protected

◆ Position1P

FVector UCosmeticsComponent::Position1P = FVector(-45.0f, 0.0f, -155.0f)

◆ Position3P

FVector UCosmeticsComponent::Position3P = FVector(0.0f, 0.0f, -96.0f)

◆ Rotation1P

FVector UCosmeticsComponent::Rotation1P = FVector(8.0f, 0.0f, -90.0f)

◆ Rotation3P

FRotator UCosmeticsComponent::Rotation3P = FRotator(0.0f, -90.0f, 0.0f)

◆ Scale1P

FVector UCosmeticsComponent::Scale1P = FVector(1.0f,1.0f,1.0f)

◆ TauntMontage

UAnimMontage* UCosmeticsComponent::TauntMontage = nullptr
protected

◆ VehicleLoadedSkins

TMap<FString,TMap<uint8, UMaterialInstance*> > UCosmeticsComponent::VehicleLoadedSkins
protected

◆ VehicleSkins

TMap<FString, FVehicleSkin> UCosmeticsComponent::VehicleSkins

◆ WeaponSkins

TMap<FString,FWeaponSkin> UCosmeticsComponent::WeaponSkins

The documentation for this class was generated from the following files: