加入洞穴,动物,植物资源

This commit is contained in:
2024-12-23 23:53:27 +08:00
parent a5b3ddf007
commit ceb8a65d19
185 changed files with 371 additions and 171 deletions
+7 -7
View File
@@ -1223,13 +1223,6 @@ declare module "react-umg" {
nativePtr: UE.ToolMenuWidget;
}
interface TakeRecorderOverlayWidgetProps extends UserWidgetProps {
}
class TakeRecorderOverlayWidget extends React.Component<TakeRecorderOverlayWidgetProps> {
nativePtr: UE.TakeRecorderOverlayWidget;
}
interface AudioMaterialButtonProps extends WidgetProps {
WidgetStyle?: RecursivePartial<UE.AudioMaterialButtonStyle>;
OnButtonPressedChangedEvent?: (bIsPressed: boolean) => void;
@@ -1474,6 +1467,13 @@ declare module "react-umg" {
nativePtr: UE.SynthKnob;
}
interface TakeRecorderOverlayWidgetProps extends UserWidgetProps {
}
class TakeRecorderOverlayWidget extends React.Component<TakeRecorderOverlayWidgetProps> {
nativePtr: UE.TakeRecorderOverlayWidget;
}
interface ReactWidgetProps extends UserWidgetProps {
}
+287 -154
View File
@@ -40331,31 +40331,6 @@ declare module "ue" {
__tid_AnimNodeExposedValueHandler_PropertyAccess_0__: boolean;
}
namespace Engine.Tutorial.SubEditors.TutorialAssets.TutorialAnimationBlueprint {
class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
constructor();
constructor(__NameProperty_11: string, __NameProperty_12: string, __NameProperty_13: string, __NameProperty_14: string, __IntProperty_15: number, __StructProperty_16: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess);
__NameProperty_11: string;
__NameProperty_12: string;
__NameProperty_13: string;
__NameProperty_14: string;
__IntProperty_15: number;
__StructProperty_16: UE.AnimNodeFunctionRef;
AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
}
}
namespace Engine.Tutorial.SubEditors.TutorialAssets.Character.TutorialTPP_AnimBlueprint {
class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
constructor();
@@ -40383,6 +40358,31 @@ declare module "ue" {
}
namespace Engine.Tutorial.SubEditors.TutorialAssets.TutorialAnimationBlueprint {
class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
constructor();
constructor(__NameProperty_11: string, __NameProperty_12: string, __NameProperty_13: string, __NameProperty_14: string, __IntProperty_15: number, __StructProperty_16: UE.AnimNodeFunctionRef, AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess, AnimBlueprintExtension_Base: UE.AnimSubsystem_Base, AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess, AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess);
__NameProperty_11: string;
__NameProperty_12: string;
__NameProperty_13: string;
__NameProperty_14: string;
__IntProperty_15: number;
__StructProperty_16: UE.AnimNodeFunctionRef;
AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
}
}
namespace Engine.Tutorial.SubEditors.TutorialAssets.Character.TutorialTPP_AnimBlueprint {
class AnimBlueprintGeneratedMutableData extends UE.AnimBlueprintMutableData {
constructor();
@@ -63695,6 +63695,82 @@ declare module "ue" {
__tid_BoneMirrorExport_0__: boolean;
}
enum ESkeletonDrawMode { Default, Hidden, GreyedOut, ESkeletonDrawMode_MAX, __typeKeyDoNoAccess}
enum EProcessRootMotionMode { Ignore, Loop, LoopAndReset, EProcessRootMotionMode_MAX, __typeKeyDoNoAccess}
enum EVisualizeRootMotionMode { None, Trajectory, TrajectoryAndOrientation, EVisualizeRootMotionMode_MAX, __typeKeyDoNoAccess}
class DebugSkelMeshComponent extends UE.SkeletalMeshComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
SkeletonDrawMode: UE.ESkeletonDrawMode;
bDrawMesh: boolean;
bShowBoneNames: boolean;
bDrawBoneInfluences: boolean;
bDrawMorphTargetVerts: boolean;
bDrawNormals: boolean;
bDrawTangents: boolean;
bDrawBinormals: boolean;
bDrawSockets: boolean;
bDrawAttributes: boolean;
bSkeletonSocketsVisible: boolean;
bMeshSocketsVisible: boolean;
bDisplayRawAnimation: boolean;
bDisplayNonRetargetedPose: boolean;
bDisplayAdditiveBasePose: boolean;
bDisplayBakedAnimation: boolean;
bDisplaySourceAnimation: boolean;
bShowNotificationVisualizations: boolean;
bShowAssetUserDataVisualizations: boolean;
bDisplayBound: boolean;
bDisplayVertexColors: boolean;
WireframeMeshOverlayColor: UE.LinearColor;
bPreviewRootMotion: boolean;
RequestedProcessRootMotionMode: UE.EProcessRootMotionMode;
ProcessRootMotionMode: UE.EProcessRootMotionMode;
VisualizeRootMotionMode: UE.EVisualizeRootMotionMode;
ConsumeRootMotionPreviousPlaybackTime: number;
bShowClothData: boolean;
MinClothPropertyView: number;
MaxClothPropertyView: number;
ClothMeshOpacity: number;
bClothFlipNormal: boolean;
bClothCullBackface: boolean;
bRequiredBonesUpToDateDuringTick: boolean;
BonesOfInterest: TArray<number>;
MorphTargetOfInterests: TArray<UE.MorphTarget>;
SkelMaterials: TArray<UE.MaterialInterface>;
PreviewInstance: UE.AnimPreviewInstance;
SavedAnimScriptInstance: UE.AnimInstance;
bIsUsingInGameBounds: boolean;
bIsUsingPreSkinnedBounds: boolean;
bPerformSingleClothingTick: boolean;
bPauseClothingSimulationWithAnim: boolean;
bTrackAttachedInstanceLOD: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): DebugSkelMeshComponent;
static Load(InName: string): DebugSkelMeshComponent;
__tid_DebugSkelMeshComponent_0__: boolean;
}
class BoneProxy extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
BoneName: string;
Location: UE.Vector;
Rotation: UE.Rotator;
Scale: UE.Vector;
ReferenceLocation: UE.Vector;
ReferenceRotation: UE.Rotator;
ReferenceScale: UE.Vector;
MeshLocation: UE.Vector;
MeshRotation: UE.Rotator;
MeshScale: UE.Vector;
SkelMeshComponent: TWeakObjectPtr<UE.DebugSkelMeshComponent>;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BoneProxy;
static Load(InName: string): BoneProxy;
__tid_BoneProxy_0__: boolean;
}
class BoneReductionSetting {
constructor();
constructor(BonesToRemove: TArray<string>);
@@ -87429,62 +87505,6 @@ declare module "ue" {
__tid_ControlRigShapeLibraryLink_0__: boolean;
}
enum ESkeletonDrawMode { Default, Hidden, GreyedOut, ESkeletonDrawMode_MAX, __typeKeyDoNoAccess}
enum EProcessRootMotionMode { Ignore, Loop, LoopAndReset, EProcessRootMotionMode_MAX, __typeKeyDoNoAccess}
enum EVisualizeRootMotionMode { None, Trajectory, TrajectoryAndOrientation, EVisualizeRootMotionMode_MAX, __typeKeyDoNoAccess}
class DebugSkelMeshComponent extends UE.SkeletalMeshComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
SkeletonDrawMode: UE.ESkeletonDrawMode;
bDrawMesh: boolean;
bShowBoneNames: boolean;
bDrawBoneInfluences: boolean;
bDrawMorphTargetVerts: boolean;
bDrawNormals: boolean;
bDrawTangents: boolean;
bDrawBinormals: boolean;
bDrawSockets: boolean;
bDrawAttributes: boolean;
bSkeletonSocketsVisible: boolean;
bMeshSocketsVisible: boolean;
bDisplayRawAnimation: boolean;
bDisplayNonRetargetedPose: boolean;
bDisplayAdditiveBasePose: boolean;
bDisplayBakedAnimation: boolean;
bDisplaySourceAnimation: boolean;
bShowNotificationVisualizations: boolean;
bShowAssetUserDataVisualizations: boolean;
bDisplayBound: boolean;
bDisplayVertexColors: boolean;
WireframeMeshOverlayColor: UE.LinearColor;
bPreviewRootMotion: boolean;
RequestedProcessRootMotionMode: UE.EProcessRootMotionMode;
ProcessRootMotionMode: UE.EProcessRootMotionMode;
VisualizeRootMotionMode: UE.EVisualizeRootMotionMode;
ConsumeRootMotionPreviousPlaybackTime: number;
bShowClothData: boolean;
MinClothPropertyView: number;
MaxClothPropertyView: number;
ClothMeshOpacity: number;
bClothFlipNormal: boolean;
bClothCullBackface: boolean;
bRequiredBonesUpToDateDuringTick: boolean;
BonesOfInterest: TArray<number>;
MorphTargetOfInterests: TArray<UE.MorphTarget>;
SkelMaterials: TArray<UE.MaterialInterface>;
PreviewInstance: UE.AnimPreviewInstance;
SavedAnimScriptInstance: UE.AnimInstance;
bIsUsingInGameBounds: boolean;
bIsUsingPreSkinnedBounds: boolean;
bPerformSingleClothingTick: boolean;
bPauseClothingSimulationWithAnim: boolean;
bTrackAttachedInstanceLOD: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): DebugSkelMeshComponent;
static Load(InName: string): DebugSkelMeshComponent;
__tid_DebugSkelMeshComponent_0__: boolean;
}
class ControlRigSkeletalMeshComponent extends UE.DebugSkelMeshComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
@@ -105816,11 +105836,11 @@ declare module "ue" {
enum ENiagaraCompileErrorSeverity { Ignore, LogOnly, Warning, Error, ENiagaraCompileErrorSeverity_MAX, __typeKeyDoNoAccess}
enum ENiagaraCompileUsageStaticSwitch { Spawn, Update, Event, SimulationStage, Default, ENiagaraCompileUsageStaticSwitch_MAX, __typeKeyDoNoAccess}
enum ENiagaraConditionalOperator { Equals, NotEqual, LessThan, LessThanOrEqual, GreaterThan, GreaterThanOrEqual, Max, ENiagaraConditionalOperator_MAX, __typeKeyDoNoAccess}
enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
namespace Niagara.Enums.ENiagaraCoordinateSpace {
enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
}
enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
namespace Niagara.Enums.ENiagaraCurlNoiseQuality {
enum ENiagaraCurlNoiseQuality { "Baked (Low)", "Baked (Medium)", "Baked (High)", "Evaluated (Ultra)", ENiagaraCurlNoiseQuality_MAX, __typeKeyDoNoAccess}
}
@@ -105970,11 +105990,11 @@ declare module "ue" {
enum ENiagaraNumericVariableTypes { Float, "Vector 2D", "Vector 3D", "Vector 4D", "Linear Color", Quaternion, Position, ENiagaraNumericVariableTypes_MAX, __typeKeyDoNoAccess}
}
enum ENiagaraOrientationAxis { XAxis, YAxis, ZAxis, ENiagaraOrientationAxis_MAX, __typeKeyDoNoAccess}
namespace Niagara.Enums.ENiagaraOrientationAxis {
enum ENiagaraOrientationAxis { "X Axis", "Y Axis", "Z Axis", ENiagaraOrientationAxis_MAX, __typeKeyDoNoAccess}
}
enum ENiagaraOrientationAxis { XAxis, YAxis, ZAxis, ENiagaraOrientationAxis_MAX, __typeKeyDoNoAccess}
enum ENiagaraOutlinerSortMode { Auto, FilterMatches, AverageTime, MaxTime, ENiagaraOutlinerSortMode_MAX, __typeKeyDoNoAccess}
enum ENiagaraOutlinerTimeUnits { Microseconds, Milliseconds, Seconds, ENiagaraOutlinerTimeUnits_MAX, __typeKeyDoNoAccess}
enum ENiagaraOutlinerViewModes { State, Performance, Debug, ENiagaraOutlinerViewModes_MAX, __typeKeyDoNoAccess}
@@ -189409,6 +189429,25 @@ declare module "ue" {
__tid_PhysicalSurfaceName_0__: boolean;
}
class PhysicsAssetEditorAnimInstance extends UE.AnimPreviewInstance {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetEditorAnimInstance;
static Load(InName: string): PhysicsAssetEditorAnimInstance;
__tid_PhysicsAssetEditorAnimInstance_0__: boolean;
}
class PhysicsAssetEditorAnimInstanceProxy extends UE.AnimPreviewInstanceProxy {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PhysicsAssetEditorAnimInstanceProxy_0__: boolean;
}
class PhysicsAssetEditorOptions extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
PhysicsBlend: number;
@@ -189456,6 +189495,108 @@ declare module "ue" {
__tid_PhysicsAssetEditorOptions_0__: boolean;
}
class PhysicsHandleComponent extends UE.ActorComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
GrabbedComponent: UE.PrimitiveComponent;
bSoftAngularConstraint: boolean;
bSoftLinearConstraint: boolean;
bInterpolateTarget: boolean;
LinearDamping: number;
LinearStiffness: number;
AngularDamping: number;
AngularStiffness: number;
InterpolationSpeed: number;
/*
*Returns the currently grabbed component, or null if nothing is grabbed.
*/
GetGrabbedComponent() : UE.PrimitiveComponent;
/*
*Get the current location and rotation
*/
GetTargetLocationAndRotation(TargetLocation: $Ref<UE.Vector>, TargetRotation: $Ref<UE.Rotator>) : void;
GrabComponent(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, GrabLocation: UE.Vector, bConstrainRotation: boolean) : void;
/*
*Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.
*/
GrabComponentAtLocation(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, GrabLocation: UE.Vector) : void;
/*
*Grab the specified component at a given location and rotation. Constrains rotation.
*/
GrabComponentAtLocationWithRotation(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, Location: UE.Vector, Rotation: UE.Rotator) : void;
/*
*Release the currently held component
*/
ReleaseComponent() : void;
/*
*Set angular damping
*/
SetAngularDamping(NewAngularDamping: number) : void;
/*
*Set angular stiffness
*/
SetAngularStiffness(NewAngularStiffness: number) : void;
/*
*Set interpolation speed
*/
SetInterpolationSpeed(NewInterpolationSpeed: number) : void;
/*
*Set linear damping
*/
SetLinearDamping(NewLinearDamping: number) : void;
/*
*Set linear stiffness
*/
SetLinearStiffness(NewLinearStiffness: number) : void;
/*
*Set the target location
*/
SetTargetLocation(NewLocation: UE.Vector) : void;
/*
*Set target location and rotation
*/
SetTargetLocationAndRotation(NewLocation: UE.Vector, NewRotation: UE.Rotator) : void;
/*
*Set the target rotation
*/
SetTargetRotation(NewRotation: UE.Rotator) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsHandleComponent;
static Load(InName: string): PhysicsHandleComponent;
__tid_PhysicsHandleComponent_0__: boolean;
}
class PhysicsAssetEditorPhysicsHandleComponent extends UE.PhysicsHandleComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetEditorPhysicsHandleComponent;
static Load(InName: string): PhysicsAssetEditorPhysicsHandleComponent;
__tid_PhysicsAssetEditorPhysicsHandleComponent_0__: boolean;
}
class PhysicsAssetEditorSkeletalMeshComponent extends UE.DebugSkelMeshComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ElemSelectedMaterial: UE.MaterialInstanceDynamic;
BoneUnselectedMaterial: UE.MaterialInstanceDynamic;
BoneNoCollisionMaterial: UE.MaterialInstanceDynamic;
BoneMaterialHit: UE.MaterialInterface;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetEditorSkeletalMeshComponent;
static Load(InName: string): PhysicsAssetEditorSkeletalMeshComponent;
__tid_PhysicsAssetEditorSkeletalMeshComponent_0__: boolean;
}
class PhysicsAssetEditorToolMenuContext extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetEditorToolMenuContext;
static Load(InName: string): PhysicsAssetEditorToolMenuContext;
__tid_PhysicsAssetEditorToolMenuContext_0__: boolean;
}
class PhysicsAssetFactory extends UE.Factory {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
TargetSkeletalMesh: UE.SkeletalMesh;
@@ -189476,6 +189617,51 @@ declare module "ue" {
__tid_PhysicsAssetGenerationSettings_0__: boolean;
}
class PhysicsAssetGraph extends UE.EdGraph {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetGraph;
static Load(InName: string): PhysicsAssetGraph;
__tid_PhysicsAssetGraph_0__: boolean;
}
class PhysicsAssetGraphNode extends UE.EdGraphNode {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetGraphNode;
static Load(InName: string): PhysicsAssetGraphNode;
__tid_PhysicsAssetGraphNode_0__: boolean;
}
class PhysicsAssetGraphNode_Bone extends UE.PhysicsAssetGraphNode {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetGraphNode_Bone;
static Load(InName: string): PhysicsAssetGraphNode_Bone;
__tid_PhysicsAssetGraphNode_Bone_0__: boolean;
}
class PhysicsAssetGraphNode_Constraint extends UE.PhysicsAssetGraphNode {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetGraphNode_Constraint;
static Load(InName: string): PhysicsAssetGraphNode_Constraint;
__tid_PhysicsAssetGraphNode_Constraint_0__: boolean;
}
class PhysicsAssetGraphSchema extends UE.EdGraphSchema {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsAssetGraphSchema;
static Load(InName: string): PhysicsAssetGraphSchema;
__tid_PhysicsAssetGraphSchema_0__: boolean;
}
class PhysicsAssetRenderSettings {
constructor();
constructor(CenterOfMassViewMode: UE.EPhysicsAssetEditorCenterOfMassViewMode, CollisionViewMode: UE.EPhysicsAssetEditorCollisionViewMode, ConstraintViewMode: UE.EPhysicsAssetEditorConstraintViewMode, ConstraintViewportManipulationFlags: UE.EConstraintTransformComponentFlags, ConstraintTransformComponentDisplayRelativeToDefaultFlags: UE.EConstraintTransformComponentFlags, ConstraintDrawSize: number, PhysicsBlend: number, bHideKinematicBodies: boolean, bHideSimulatedBodies: boolean, bHideBodyMass: boolean, bRenderOnlySelectedConstraints: boolean, bShowCOM: boolean, bShowConstraintsAsPoints: boolean, bDrawViolatedLimits: boolean, BoneUnselectedColor: UE.Color, NoCollisionColor: UE.Color, COMRenderColor: UE.Color, COMRenderSize: number, COMRenderLineThickness: number, COMRenderMassTextOffsetScreenspace: number, InfluenceLineLength: number, BoneUnselectedMaterial: UE.MaterialInterface, BoneNoCollisionMaterial: UE.MaterialInterface, HiddenBodies: TArray<number>, HiddenConstraints: TArray<number>);
@@ -189845,77 +190031,6 @@ declare module "ue" {
__tid_PhysicsFieldStatics_0__: boolean;
}
class PhysicsHandleComponent extends UE.ActorComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
GrabbedComponent: UE.PrimitiveComponent;
bSoftAngularConstraint: boolean;
bSoftLinearConstraint: boolean;
bInterpolateTarget: boolean;
LinearDamping: number;
LinearStiffness: number;
AngularDamping: number;
AngularStiffness: number;
InterpolationSpeed: number;
/*
*Returns the currently grabbed component, or null if nothing is grabbed.
*/
GetGrabbedComponent() : UE.PrimitiveComponent;
/*
*Get the current location and rotation
*/
GetTargetLocationAndRotation(TargetLocation: $Ref<UE.Vector>, TargetRotation: $Ref<UE.Rotator>) : void;
GrabComponent(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, GrabLocation: UE.Vector, bConstrainRotation: boolean) : void;
/*
*Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.
*/
GrabComponentAtLocation(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, GrabLocation: UE.Vector) : void;
/*
*Grab the specified component at a given location and rotation. Constrains rotation.
*/
GrabComponentAtLocationWithRotation(Component: $Nullable<UE.PrimitiveComponent>, InBoneName: string, Location: UE.Vector, Rotation: UE.Rotator) : void;
/*
*Release the currently held component
*/
ReleaseComponent() : void;
/*
*Set angular damping
*/
SetAngularDamping(NewAngularDamping: number) : void;
/*
*Set angular stiffness
*/
SetAngularStiffness(NewAngularStiffness: number) : void;
/*
*Set interpolation speed
*/
SetInterpolationSpeed(NewInterpolationSpeed: number) : void;
/*
*Set linear damping
*/
SetLinearDamping(NewLinearDamping: number) : void;
/*
*Set linear stiffness
*/
SetLinearStiffness(NewLinearStiffness: number) : void;
/*
*Set the target location
*/
SetTargetLocation(NewLocation: UE.Vector) : void;
/*
*Set target location and rotation
*/
SetTargetLocationAndRotation(NewLocation: UE.Vector, NewRotation: UE.Rotator) : void;
/*
*Set the target rotation
*/
SetTargetRotation(NewRotation: UE.Rotator) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsHandleComponent;
static Load(InName: string): PhysicsHandleComponent;
__tid_PhysicsHandleComponent_0__: boolean;
}
class PhysicsInspectorTool extends UE.MultiSelectionMeshEditingTool {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
VizSettings: UE.CollisionGeometryVisualizationProperties;
@@ -216300,6 +216415,24 @@ declare module "ue" {
__tid_SkeletonToMeshLinkup_0__: boolean;
}
class SkeletonToolMenuContext extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SkeletonToolMenuContext;
static Load(InName: string): SkeletonToolMenuContext;
__tid_SkeletonToolMenuContext_0__: boolean;
}
class SkeletonTreeMenuContext extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SkeletonTreeMenuContext;
static Load(InName: string): SkeletonTreeMenuContext;
__tid_SkeletonTreeMenuContext_0__: boolean;
}
class SkelMeshDNAUtils extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
+45 -2
View File
@@ -1035,13 +1035,12 @@ declare module "ue" {
}
// __TYPE_DECL_END
// __TYPE_DECL_START: 0BA5551840A3F013C4AC72A2E174C06E
// __TYPE_DECL_START: 2B82884A4B0CEC6CCD9F2E80CCD04780
namespace Game.BP.Buildings.China.Cave {
class Cave_C extends UE.Actor {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Capsule: UE.CapsuleComponent;
StaticMesh: UE.StaticMeshComponent;
DefaultSceneRoot: UE.SceneComponent;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Cave_C;
static Load(InName: string): Cave_C;
@@ -1082,5 +1081,49 @@ declare module "ue" {
}
// __TYPE_DECL_END
// __TYPE_DECL_START: 6214FD6C421784F8838E7F93E7938C3C
namespace Game.BP.Plants.AppleTree {
class AppleTree_C extends UE.Actor {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Capsule: UE.CapsuleComponent;
StaticMesh: UE.StaticMeshComponent;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AppleTree_C;
static Load(InName: string): AppleTree_C;
__tid_AppleTree_C_0__: boolean;
}
}
// __TYPE_DECL_END
// __TYPE_DECL_START: 724EB6154BBEE23E7A1F43B24C1A6E39
namespace Game.BP.Animals.Cat {
class Cat_C extends UE.Character {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Cat_C;
static Load(InName: string): Cat_C;
__tid_Cat_C_0__: boolean;
}
}
// __TYPE_DECL_END
// __TYPE_DECL_START: BC5CDF1A42B19386966F26811407EC46
namespace Game.AI.Animal_AIController {
class Animal_AIController_C extends UE.AIController {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Animal_AIController_C;
static Load(InName: string): Animal_AIController_C;
__tid_Animal_AIController_C_0__: boolean;
}
}
// __TYPE_DECL_END
}