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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