#include <CosmeticsComponent.h>
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| | FWeaponSkin () |
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| | FWeaponSkin (const TArray< TSoftObjectPtr< UMaterialInstance > > &NewMaterials, const TSoftObjectPtr< USkeletalMesh > &NewWeaponMesh1P, const TSoftObjectPtr< USkeletalMesh > &NewWeaponMesh3P, const TSoftObjectPtr< UParticleSystem > NewParticleSystem) |
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| TArray< TSoftObjectPtr< UMaterialInstance > > | Materials = TArray<TSoftObjectPtr<UMaterialInstance>>() |
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| TSoftObjectPtr< UParticleSystem > | ParticleSystem = NULL |
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| TSoftObjectPtr< USkeletalMesh > | WeaponMesh1P = NULL |
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| TSoftObjectPtr< USkeletalMesh > | WeaponMesh3P = NULL |
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◆ FWeaponSkin() [1/2]
| FWeaponSkin::FWeaponSkin |
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◆ FWeaponSkin() [2/2]
| FWeaponSkin::FWeaponSkin |
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const TArray< TSoftObjectPtr< UMaterialInstance > > & |
NewMaterials, |
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const TSoftObjectPtr< USkeletalMesh > & |
NewWeaponMesh1P, |
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const TSoftObjectPtr< USkeletalMesh > & |
NewWeaponMesh3P, |
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const TSoftObjectPtr< UParticleSystem > |
NewParticleSystem |
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) |
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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: