UCustomizationLibrary¶
#include <CustomizationLibrary.h>
Inherits from UBlueprintFunctionLibrary
Public Functions¶
| Name | |
|---|---|
| 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