/** * 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 BonesOfInterest; /** Array of materials to restore when not rendering blend weights */ var transient array 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 }