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KF2-Dev-Scripts/UDKBase/classes/UDKSkeletalMeshComponent.uc
2020-12-13 18:01:13 +03:00

50 lines
1.3 KiB
Ucode

/**
* 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
}