/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class FaceFXAnimSet extends Object hidecategories(Object) native; /** * Default FaceFXAsset to use when editing this FaceFXAnimSet etc. * Is the one that was used as the basis for creating this AnimSet. */ var() editoronly const FaceFXAsset DefaultFaceFXAsset; /** Internal use. FaceFX representation of this AnimSet. */ var const native pointer InternalFaceFXAnimSet; /** * Internal use. Raw bytes of the FaceFX AnimSet. * This only stays loaded in the editor. */ var const native array RawFaceFXAnimSetBytes; /** * Internal use. Raw bytes of the FaceFX Studio mini session for this AnimSet. * This only stays loaded in the editor. */ var const native array RawFaceFXMiniSessionBytes; /** * Array of SoundCue objects that the FaceFXAnimSet references. */ var editoronly notforconsole array ReferencedSoundCues; // WWISEMODIF_START /** * Array of AkEvent objects that the FaceFXAnimSet references. */ var editoronly notforconsole array ReferencedAkEvents; // WWISEMODIF_END /** * Internal use. The number of errors generated during load. */ var int NumLoadErrors; cpptext { /** Creates a new FaceFX AnimSet for the given FaceFX Asset. This is only called from within the editor. */ void CreateFxAnimSet( class UFaceFXAsset* FaceFXAsset ); /** Get list of FaceFX animations in this AnimSet. Names are in the form GroupName.AnimName.*/ void GetSequenceNames(TArray& OutNames); #if WITH_FACEFX /** Returns the internal FaceFX representation of this FaceFX AnimSet. */ class OC3Ent::Face::FxAnimSet* GetFxAnimSet( 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); }