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KF2-Dev-Scripts/Engine/Classes/FaceFXAsset.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class FaceFXAsset extends Object
hidecategories(Object)
native;
/**
* Default skeletal mesh to use when previewing this FaceFXAsset etc.
* Is the one that was used as the basis for creating this Asset.
*/
var const editoronly SkeletalMesh DefaultSkelMesh;
/** Internal use. FaceFX representation of this asset. */
var const native pointer FaceFXActor;
/**
* Internal use. Raw bytes of the FaceFX Actor for this asset.
* This only stays loaded in the editor.
*/
var const native array<byte> RawFaceFXActorBytes;
/**
* Internal use. Raw bytes of the FaceFX Studio session for this asset.
* This only stays loaded in the editor.
*/
var const native array<byte> RawFaceFXSessionBytes;
/**
* MorphTargetSets used when previewing this FaceFXAsset in FaceFX Studio.
* Note that these are only valid in the editor.
*/
var() editoronly array<MorphTargetSet> PreviewMorphSets;
/**
* Array of currently mounted FaceFXAnimSets.
* We only track this if GIsEditor!
*/
var transient array<FaceFXAnimSet> MountedFaceFXAnimSets;
/**
* Array of SoundCue objects that the FaceFXAsset references.
*/
var editoronly notforconsole array<SoundCue> ReferencedSoundCues;
// WWISEMODIF_START
/**
* Array of AkEvent objects that the FaceFXAsset references.
*/
var editoronly notforconsole array<AkEvent> ReferencedAkEvents;
// WWISEMODIF_END
/**
* Internal use. The number of errors generated during load.
*/
var int NumLoadErrors;
/**
* Mounts the specified FaceFXAnimSet into this FaceFXAsset.
*/
native final function MountFaceFXAnimSet( FaceFXAnimSet AnimSet );
/**
* Internal use. Unmounts the specified FaceFXAnimSet from this FaceFXAsset.
*/
native final function UnmountFaceFXAnimSet( FaceFXAnimSet AnimSet );
cpptext
{
/** Creates a new FaceFX Actor for this FaceFX Asset. This is only called from within the editor. */
void CreateFxActor( class USkeletalMesh* SkelMesh );
/**
* Get list of FaceFX animations in this Asset. Names are in the form GroupName.AnimName.
* @param bExcludeMountedGroups If true, do not show animations that are in separate FaceFXAnimSets currently mounted to the Asset.
*/
void GetSequenceNames(UBOOL bExcludeMountedGroups, TArray<FString>& OutNames);
#if WITH_FACEFX
/** Returns the internal FaceFX representation of this FaceFX Asset. */
class OC3Ent::Face::FxActor* GetFxActor( void );
#endif
/** Fixes up the ReferencedSoundCue stuff. */
void FixupReferencedSoundCues();
// UObject interface.
/**
* Returns a one line description of an object for viewing in the thumbnail view of the generic browser
*/
virtual FString GetDesc();
virtual void PostLoad();
virtual void FinishDestroy();
virtual void Serialize(FArchive& Ar);
/**
* Returns the size of the object/ resource for display to artists/ LDs in the Editor.
*
* @return size of resource as to be displayed to artists/ LDs in the Editor.
*/
INT GetResourceSize();
/**
* Used by various commandlets to purge editor only and platform-specific data from various objects
*
* @param PlatformsToKeep Platforms for which to keep platform-specific data
* @param bStripLargeEditorData If TRUE, data used in the editor, but large enough to bloat download sizes, will be removed
*/
virtual void StripData(UE3::EPlatformType PlatformsToKeep, UBOOL bStripLargeEditorData);
}