#include <CosmeticsComponent.h>
|
| FWeaponSkin () |
|
| FWeaponSkin (const TArray< TSoftObjectPtr< UMaterialInstance > > &NewMaterials, const TSoftObjectPtr< USkeletalMesh > &NewWeaponMesh1P, const TSoftObjectPtr< USkeletalMesh > &NewWeaponMesh3P, const TSoftObjectPtr< UParticleSystem > NewParticleSystem) |
|
|
TArray< TSoftObjectPtr< UMaterialInstance > > | Materials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
|
TSoftObjectPtr< UParticleSystem > | ParticleSystem = NULL |
|
TSoftObjectPtr< USkeletalMesh > | WeaponMesh1P = NULL |
|
TSoftObjectPtr< USkeletalMesh > | WeaponMesh3P = NULL |
|
◆ FWeaponSkin() [1/2]
FWeaponSkin::FWeaponSkin |
( |
| ) |
|
|
inline |
◆ FWeaponSkin() [2/2]
FWeaponSkin::FWeaponSkin |
( |
const TArray< TSoftObjectPtr< UMaterialInstance > > & |
NewMaterials, |
|
|
const TSoftObjectPtr< USkeletalMesh > & |
NewWeaponMesh1P, |
|
|
const TSoftObjectPtr< USkeletalMesh > & |
NewWeaponMesh3P, |
|
|
const TSoftObjectPtr< UParticleSystem > |
NewParticleSystem |
|
) |
| |
|
inline |
◆ Materials
TArray<TSoftObjectPtr<UMaterialInstance> > FWeaponSkin::Materials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
◆ ParticleSystem
TSoftObjectPtr<UParticleSystem> FWeaponSkin::ParticleSystem = NULL |
◆ WeaponMesh1P
TSoftObjectPtr<USkeletalMesh> FWeaponSkin::WeaponMesh1P = NULL |
◆ WeaponMesh3P
TSoftObjectPtr<USkeletalMesh> FWeaponSkin::WeaponMesh3P = NULL |
The documentation for this struct was generated from the following file: