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

59 lines
2.4 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SkeletalMeshSocket extends Object
native(SkeletalMesh)
hidecategories(Object)
hidecategories(Actor);
/**
* Defines a named attachment location on the SkeletalMesh.
* These are set up in editor and used as a shortcut instead of specifying
* everything explicitly to AttachComponent in the SkeletalMeshComponent.
* The Outer of a SkeletalMeshSocket should always be the SkeletalMesh.
*/
var() editconst name SocketName;
var() editconst name BoneName;
var() vector RelativeLocation;
var() rotator RelativeRotation;
var() vector RelativeScale;
var() editoronly SkeletalMesh PreviewSkelMesh;
var() const editconst transient SkeletalMeshComponent PreviewSkelComp;
var() editoronly StaticMesh PreviewStaticMesh;
var() editoronly ParticleSystem PreviewParticleSystem;
cpptext
{
/** Utility that returns the current matrix for this socket. Returns false if socket was not valid (bone not found etc) */
UBOOL GetSocketMatrix(FMatrix& OutMatrix, class USkeletalMeshComponent* SkelComp) const;
/**
* Utility that returns the current matrix for this socket with an offset. Returns false if socket was not valid (bone not found etc)
*
* @param OutMatrix The resulting socket matrix
* @param SkelComp The skeletal mesh component that the socket comes from
* @param InOffset The additional offset to apply to the socket location
* @param InRotation The additional rotation to apply to the socket rotation
*
* @return UBOOL TRUE if successful, FALSE if not
*/
UBOOL GetSocketMatrixWithOffset(FMatrix& OutMatrix, class USkeletalMeshComponent* SkelComp, const FVector& InOffset, const FRotator& InRotation) const;
/**
* Utility that returns the current position of this socket with an offset. Returns false if socket was not valid (bone not found etc)
*
* @param OutPosition The resulting position
* @param SkelComp The skeletal mesh component that the socket comes from
* @param InOffset The additional offset to apply to the socket location
* @param InRotation The additional rotation to apply to the socket rotation
*
* @return UBOOL TRUE if successful, FALSE if not
*/
UBOOL GetSocketPositionWithOffset(FVector& OutPosition, class USkeletalMeshComponent* SkelComp, const FVector& InOffset, const FRotator& InRotation) const;
}
defaultproperties
{
RelativeScale=(X=1,Y=1,Z=1)
}