59 lines
2.4 KiB
Ucode
59 lines
2.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SkeletalMeshSocket extends Object
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native(SkeletalMesh)
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hidecategories(Object)
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hidecategories(Actor);
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/**
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* Defines a named attachment location on the SkeletalMesh.
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* These are set up in editor and used as a shortcut instead of specifying
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* everything explicitly to AttachComponent in the SkeletalMeshComponent.
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* The Outer of a SkeletalMeshSocket should always be the SkeletalMesh.
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*/
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var() editconst name SocketName;
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var() editconst name BoneName;
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var() vector RelativeLocation;
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var() rotator RelativeRotation;
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var() vector RelativeScale;
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var() editoronly SkeletalMesh PreviewSkelMesh;
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var() const editconst transient SkeletalMeshComponent PreviewSkelComp;
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var() editoronly StaticMesh PreviewStaticMesh;
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var() editoronly ParticleSystem PreviewParticleSystem;
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cpptext
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{
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/** Utility that returns the current matrix for this socket. Returns false if socket was not valid (bone not found etc) */
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UBOOL GetSocketMatrix(FMatrix& OutMatrix, class USkeletalMeshComponent* SkelComp) const;
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/**
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* Utility that returns the current matrix for this socket with an offset. Returns false if socket was not valid (bone not found etc)
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*
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* @param OutMatrix The resulting socket matrix
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* @param SkelComp The skeletal mesh component that the socket comes from
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* @param InOffset The additional offset to apply to the socket location
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* @param InRotation The additional rotation to apply to the socket rotation
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*
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* @return UBOOL TRUE if successful, FALSE if not
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*/
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UBOOL GetSocketMatrixWithOffset(FMatrix& OutMatrix, class USkeletalMeshComponent* SkelComp, const FVector& InOffset, const FRotator& InRotation) const;
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/**
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* Utility that returns the current position of this socket with an offset. Returns false if socket was not valid (bone not found etc)
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*
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* @param OutPosition The resulting position
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* @param SkelComp The skeletal mesh component that the socket comes from
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* @param InOffset The additional offset to apply to the socket location
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* @param InRotation The additional rotation to apply to the socket rotation
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*
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* @return UBOOL TRUE if successful, FALSE if not
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*/
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UBOOL GetSocketPositionWithOffset(FVector& OutPosition, class USkeletalMeshComponent* SkelComp, const FVector& InOffset, const FRotator& InRotation) const;
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}
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defaultproperties
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{
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RelativeScale=(X=1,Y=1,Z=1)
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}
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