UCustomizationLibrary¶
#include <CustomizationLibrary.h>
Inherits from UBlueprintFunctionLibrary
Public Functions¶
Name | |
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void | ApplyAssets(ATBLCharacter * Char, UPARAM(Ref) TArray< FPrimaryAssetId > & InAssetIds) |
void | ApplyCustomizationToItem(ATBLCharacter * Character, AInventoryItem * NewItem, ATBLPlayerState * PlaterState, [[EFaction]] Faction, TEnumAsByte< [[EAudioClassType::Type]] > Class) |
void | ApplyCutomizationToCharacter(ATBLCharacter * InCharacter) |
void | ApplyRandomAsset(ATBLCharacter * Char, FPrimaryAssetType PrimaryAssetType) |
void | CustomizeHead(AActor * HeadActor, const FReplicated_FCustomizationPreset & CustomizationPreset) |
void | EquipAssetsForClassFaction(ATBLPlayerState * PlayerState, ATBLCharacter * Char, TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction, const TArray< FPrimaryAssetId > & InAssetIds, const TArray< TSubclassOf< UCTBase >> CTClassesToIgnore) |
bool | ForceAllMipLevelsOnMaterials(ATBLCharacter * InCharacter, const FName InMeshName, const FName ParameterName, const FName SlotName, float Seconds) |
void | GetAllCharMesh(ATBLCharacter * Char, TArray< UMeshComponent * > & OutComponents) |
void | GetAllWeaponMesh(ATBLCharacter * Char, TArray< UMeshComponent * > & OutComponents) |
USkeletalMeshComponent * | GetBeardMesh(ATBLCharacter * Char, bool WantFirstPerson) |
UCTBase * | GetCustomizationAsset(ATBLCharacter * Char, TSubclassOf< UCTBase > CustomizationType, TSubclassOf< AInventoryItem > WeaponClass) |
USkeletalMeshComponent * | GetHairMesh(ATBLCharacter * Char, bool WantFirstPerson) |
USkeletalMeshComponent * | GetHeadMesh(ATBLCharacter * Char, bool WantFirstPerson) |
USkeletalMeshComponent * | GetHelmetMesh(ATBLCharacter * Char, bool WantFirstPerson) |
UStaticMeshComponent * | GetInventoryMesh(ATBLCharacter * Char, const FSoftObjectPath & WeaponAsset, AActor *& ItemOut) |
USkeletalMeshComponent * | GetInventorySKMesh(ATBLCharacter * Char, const FSoftObjectPath & WeaponAsset, AActor *& ItemOut) |
FSlateBrush | GetItemIconFromAssetId(FPrimaryAssetId PrimaryAsset) |
[[FText]] | GetItemNameFromAssetId(FPrimaryAssetId PrimaryAsset) |
USkeletalMeshComponent * | GetLegsMesh(ATBLCharacter * Char, bool WantFirstPerson) |
UClass * | GetPrimaryAssetClass(FPrimaryAssetId PrimaryAsset) |
void | GetRandomAssets(ATBLCharacter * Char, TArray< FPrimaryAssetId > & OutAssetIds) |
void | GetTattooCustomizationEnabled(bool & Enabled) |
USkeletalMeshComponent * | GetTorsoMesh(ATBLCharacter * Char, bool WantFirstPerson) |
[[EWeaponTag]] | GetWeaponTagFromPrimaryAssetId(FPrimaryAssetId PrimaryAsset) |
void | InitializeContext(const TArray< FPrimaryAssetId > & AssetIds, FCustomizationContext & Context) |
bool | LoadCustomizationPreset(APawn * Pawn, FCustomizationPreset & InPreset) |
void | PreviewAssets(ATBLPlayerState * PlayerState, ATBLCharacter * Char, UClass * CharacterPresetClass, const FPrimaryAssetId & InAssetIdsToPreview) |
FName | PrimaryAssetIDToPreviewCamera(const FPrimaryAssetId & AssetId) |
void | SaveAssetsForClassFaction(ATBLPlayerState * PlayerState, TEnumAsByte< [[EAudioClassType::Type]] > ClassType, [[EFaction]] Faction) |
void | SetBeardHidden(ATBLCharacter * Char, bool Hide) |
bool | SetColorParameterValueOnMaterials(ATBLCharacter * InCharacter, const FName InMeshName, const FName InParameterName, const FLinearColor & InParameterValue) |
void | SetEarHidden(ATBLCharacter * Char, bool Hide) |
void | SetHairBeardEarHiddenFromContext(ATBLCharacter * Char, bool bUseItemsVisibilityForContext) |
void | SetHairHidden(ATBLCharacter * Char, bool Hide) |
void | SetHelmetHidden(ATBLCharacter * Char, bool Hide) |
bool | SetMeshAndMaterial(ATBLCharacter * InCharacter, const FName InMeshName, USkeletalMesh * SrcMesh, UMaterialInterface * Material, const FName SlotName) |
bool | SetMorphTarget(ATBLCharacter * InCharacter, const FName InMeshName, const FName MorphTargetName, float InValue) |
void | SetScalarParameterOnMaterials(ATBLCharacter * Char, const FName ParameterName, const float ParameterValue) |
bool | SetScalarParameterValueOnMaterials(ATBLCharacter * InCharacter, const FName InMeshName, const FName InParameterName, float InParameterValue) |
bool | SetStaticMeshAndMaterial(UStaticMeshComponent * SKM, UStaticMesh * SrcMesh, UMaterialInterface * Material, const FName SlotName) |
bool | SetTextureParameterValueOnMaterials(ATBLCharacter * InCharacter, const FName InMeshName, const FName ParameterName, UTexture * ParameterValue, const FName SlotName) |
void | SetVectorParameterOnMaterials(ATBLCharacter * Char, const FName ParameterName, const FVector ParameterValue) |
UCustomizationLibrary() |
Updated on 2025-01-21 at 09:02:24 +0100