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KF2-Dev-Scripts/UnrealEd/Classes/ASVSkelComponent.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ASVSkelComponent extends SkeletalMeshComponent
transient
native;
var native const pointer AnimSetViewerPtr;
/** If TRUE, render a wireframe skeleton of the mesh animated with the raw (uncompressed) animation data. */
var bool bRenderRawSkeleton;
/** If TRUE, render softbody tetrahedra */
var bool bShowSoftBodyTetra;
/** Holds onto the bone color that will be used to render the bones of its skeletal mesh */
var Color BoneColor;
/** If TRUE then the skeletal mesh associated with the component is drawn. */
var bool bDrawMesh;
/** Bone influences viewing */
var transient bool bDrawBoneInfluences;
/** Color render mode enum value - 0 - none, 1 - tangent, 2 - normal, 3 - mirror, 4 - bone weighting */
var native transient int ColorRenderMode;
/** Array of bone's to render bone weights for */
var transient array<int> BonesOfInterest;
/** Array of materials to restore when not rendering blend weights */
var transient array<MaterialInterface> SkelMaterials;
cpptext
{
// UPrimitiveComponent interface.
virtual FPrimitiveSceneProxy* CreateSceneProxy();
/**
* Function that returns whether or not CPU skinning should be applied
* Allows the editor to override the skinning state for editor tools
*/
virtual UBOOL ShouldCPUSkin();
/**
* Function to operate on mesh object after its created,
* but before it's attached.
* @param MeshObject - Mesh Object owned by this component
*/
virtual void PostInitMeshObject(class FSkeletalMeshObject* MeshObject);
/**
* Update material information depending on color render mode
* Refresh/replace materials
*/
void ApplyColorRenderMode(INT InColorRenderMode);
}
defaultproperties
{
bDrawMesh = true
bShowSoftBodyTetra = true
BoneColor = (R=230, G=230, B=255, A=255)
bUseOnePassLightingOnTranslucency=true
}