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KF2-Dev-Scripts/KFGame/Classes/KFPruneSkeletalMeshCommandlet.uc
2020-12-13 18:01:13 +03:00

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1.5 KiB
Ucode

//=============================================================================
// KFPruneSkeletalMeshCommandlet
//=============================================================================
// Helper commandlet to prune a skeletal mesh. All the children bones of the
// passed in bone name are removed. The package is resaved after the operation.
//
// Usage : PruneSkeletalMesh [SkeletalMeshPath] [BoneName]
// Eg. : PruneSkeletalMesh SkeletalMeshCommandletTest.HumanIK.CHR_HUMANIK_MASTER_RIG CHR_Head
//=============================================================================
// Killing Floor 2
// Copyright (C) 2007-2016 Tripwire Interactive LLC
// - Sakib Saikia
//=============================================================================
class KFPruneSkeletalMeshCommandlet extends Commandlet
native;
cpptext
{
// Remove all the bones of the mesh which are children of PruneBoneName
UBOOL ModifyMesh(USkeletalMesh* Mesh, FString PruneHeadName, int lodIndex, bool inclusivePrune);
// Helper functions to modify the mesh
UBOOL GeneratePruneBoneList(USkeletalMesh* Mesh, TArray<BYTE>& OutPruneBones, FString PruneHeadName, bool inclusivePrune);
void FixBoneHierarchy(USkeletalMesh* Mesh, const TArray<BYTE>& InPruneBones);
void FixLOD(USkeletalMesh* Mesh, FStaticLODModel& LOD, const TArray<BYTE>& InPruneBones, FString PruneHeadName);
}
// Point of entry for the commandlet
native event int Main( string Params );
DefaultProperties
{
}