/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkeletalMeshComponent extends SkeletalMeshComponent native; cpptext { /** Creates a FUDKSkeletalMeshSceneProxy (defined in UTWeapon.cpp) */ virtual FPrimitiveSceneProxy* CreateSceneProxy(); virtual void Tick(FLOAT DeltaTime); } /** This changes the FOV used for rendering the skeletal mesh component. A value of 0 means to use the default. */ var() const float FOV; /** whether textures are currently forced loaded */ var bool bForceLoadTextures; /** when to clear forced streaming */ var float ClearStreamingTime; /** * Force streamed textures to be loaded. Used to get MIPS streamed in before weapon comes up * @PARAM bForcePreload if true causes streamed textures to be force loaded, if false, clears force loading */ simulated event PreloadTextures(bool bForcePreload, float ClearTime) { local int idx; bForceLoadTextures = bForcePreload; ClearStreamingTime = ClearTime; for (Idx = 0; Idx < Materials.Length; Idx++) { if (Materials[Idx] != None) { Materials[Idx].SetForceMipLevelsToBeResident(true, bForcePreload, -1.0f); } } } /** changes the value of FOV */ native final function SetFOV(float NewFOV); DefaultProperties { FOV=0.0 }