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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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protected |
| void UCosmeticsComponent::ApplyVehicleSkins | ( | AProjectXVehicle * | Vehicle | ) |
| void UCosmeticsComponent::AsyncLoadAsset | ( | TSoftObjectPtr< T > | AssetPointer, |
| FDelegateBinding | Callback | ||
| ) |
| void UCosmeticsComponent::AsyncLoadMaterial | ( | TSoftObjectPtr< UMaterial > | AssetPointer, |
| int | MaterialIndex, | ||
| FDelegateMaterialBinding | Callback | ||
| ) |
| void UCosmeticsComponent::AsyncLoadMaterialInstance | ( | TSoftObjectPtr< UMaterialInstance > | AssetPointer, |
| int | MaterialIndex, | ||
| FDelegateMaterialInstanceBinding | Callback | ||
| ) |
| void UCosmeticsComponent::AsyncLoadParticle | ( | TSoftObjectPtr< UParticleSystem > | AssetPointer, |
| FDelegateParticleBinding | Callback | ||
| ) |
| void UCosmeticsComponent::AsyncLoadSkeletalMesh | ( | TSoftObjectPtr< USkeletalMesh > | AssetPointer, |
| TWeakObjectPtr< USkeletalMeshComponent > | MeshComponent | ||
| ) |
| void UCosmeticsComponent::AsyncLoadSkeletalMesh | ( | TSoftObjectPtr< USkeletalMesh > | AssetPointer, |
| TWeakObjectPtr< USkeletalMeshComponent > | MeshComponent, | ||
| FDelegateBinding | Callback | ||
| ) |
| void UCosmeticsComponent::AsyncLoadStaticMesh | ( | TSoftObjectPtr< UStaticMesh > | AssetPointer, |
| TWeakObjectPtr< UStaticMeshComponent > | MeshComponent | ||
| ) |
| void UCosmeticsComponent::AsyncLoadTexture | ( | TSoftObjectPtr< UTexture > | AssetPointer, |
| FDelegateTextureBinding | Callback | ||
| ) |
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overridevirtual |
| 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 | ||
| ) |
| void UCosmeticsComponent::InitializeMesh3P | ( | USkeletalMeshComponent *& | Mesh, |
| FName | Name, | ||
| bool | bUseAttachedParentsBounds = false |
||
| ) |
| 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 | ||
| ) |
| 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 | ||
| ) |
| void UCosmeticsComponent::SetSkeletalMesh | ( | USkeletalMeshComponent * | MeshComponent, |
| USkeletalMesh * | Mesh | ||
| ) |
| void UCosmeticsComponent::SetStaticMesh | ( | UStaticMeshComponent * | MeshComponent, |
| UStaticMesh * | Mesh | ||
| ) |
| void UCosmeticsComponent::SetTextureParameterForAllMeshes | ( | const FName & | ParameterName, |
| UTexture * | TextureParameter | ||
| ) |
| void UCosmeticsComponent::SetVectorParameterForAllMeshes | ( | const FName & | ParameterName, |
| FVector | VectorParameter | ||
| ) |
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| void UCosmeticsComponent::SpawnKeyChainAttached | ( | USkeletalMesh * | Mesh, |
| USceneComponent * | AttachTo, | ||
| TSubclassOf< UWeaponInstance > | WeaponClass, | ||
| FName | Socket | ||
| ) |
| void UCosmeticsComponent::SpawnSkeletalMeshAttached | ( | USkeletalMesh * | Mesh, |
| USceneComponent * | AttachTo, | ||
| FName | Socket | ||
| ) |
| void UCosmeticsComponent::SpawnStaticMeshAttached | ( | UStaticMesh * | Mesh, |
| USceneComponent * | AttachTo, | ||
| FName | Socket | ||
| ) |
| 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 |