/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MorphTargetSet extends Object native(Anim); /** Array of pointers to MorphTarget objects, containing vertex deformation information. */ var array Targets; /** SkeletalMesh that this MorphTargetSet works on. */ var SkeletalMesh BaseSkelMesh; /** morph mesh original wedge point indices for each LOD - used to remap*/ var const native Array_Mirror RawWedgePointIndices{TArrayNoInit< TArray >}; /** Find a morph target by name in this MorphTargetSet. */ native final function MorphTarget FindMorphTarget( Name MorphTargetName ); cpptext { /** * Returns a one line description of an object for viewing in the thumbnail view of the generic browser */ virtual FString GetDesc(); /** * 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(); /** * Verify if the current BaseSkelMesh is still valid * * @return TRUE if so. FALSE otherwise. */ UBOOL IsValidBaseMesh(); /** * Update vertex indices for all morph targets from the base mesh * */ void UpdateMorphTargetsFromBaseMesh(); /** * Refill data assuming current base mesh exactly works * This is only for compatibility to support old morph targets to re-fill base mesh information * * @param DoNotOverwriteIfExists: Set to TRUE if you'd like to not overwrite if exists * This can be used for filling up LOD data when morph target doesn't have LOD data imported yet * */ void FillBaseMeshData(UBOOL DoNotOverwriteIfExists); /** Serialize **/ virtual void Serialize(FArchive& Ar); };