加入洞穴,动物,植物资源
This commit is contained in:
Vendored
+7
-7
@@ -1223,13 +1223,6 @@ declare module "react-umg" {
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nativePtr: UE.ToolMenuWidget;
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}
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interface TakeRecorderOverlayWidgetProps extends UserWidgetProps {
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}
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class TakeRecorderOverlayWidget extends React.Component<TakeRecorderOverlayWidgetProps> {
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nativePtr: UE.TakeRecorderOverlayWidget;
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}
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interface AudioMaterialButtonProps extends WidgetProps {
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WidgetStyle?: RecursivePartial<UE.AudioMaterialButtonStyle>;
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OnButtonPressedChangedEvent?: (bIsPressed: boolean) => void;
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@@ -1474,6 +1467,13 @@ declare module "react-umg" {
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nativePtr: UE.SynthKnob;
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}
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interface TakeRecorderOverlayWidgetProps extends UserWidgetProps {
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}
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class TakeRecorderOverlayWidget extends React.Component<TakeRecorderOverlayWidgetProps> {
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nativePtr: UE.TakeRecorderOverlayWidget;
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}
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interface ReactWidgetProps extends UserWidgetProps {
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}
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Vendored
+287
-154
@@ -40331,31 +40331,6 @@ declare module "ue" {
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__tid_AnimNodeExposedValueHandler_PropertyAccess_0__: boolean;
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}
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namespace Engine.Tutorial.SubEditors.TutorialAssets.TutorialAnimationBlueprint {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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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);
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__NameProperty_11: string;
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__NameProperty_12: string;
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__NameProperty_13: string;
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__NameProperty_14: string;
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__IntProperty_15: number;
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__StructProperty_16: UE.AnimNodeFunctionRef;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
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AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
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AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
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}
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}
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namespace Engine.Tutorial.SubEditors.TutorialAssets.Character.TutorialTPP_AnimBlueprint {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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@@ -40383,6 +40358,31 @@ declare module "ue" {
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}
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namespace Engine.Tutorial.SubEditors.TutorialAssets.TutorialAnimationBlueprint {
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class AnimBlueprintGeneratedConstantData extends UE.AnimBlueprintConstantData {
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constructor();
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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);
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__NameProperty_11: string;
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__NameProperty_12: string;
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__NameProperty_13: string;
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__NameProperty_14: string;
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__IntProperty_15: number;
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__StructProperty_16: UE.AnimNodeFunctionRef;
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AnimBlueprintExtension_PropertyAccess: UE.AnimSubsystem_PropertyAccess;
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AnimBlueprintExtension_Base: UE.AnimSubsystem_Base;
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AnimGraphNode_Root: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateResult: UE.AnimNodeExposedValueHandler_PropertyAccess;
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AnimGraphNode_StateMachine: UE.AnimNodeExposedValueHandler_PropertyAccess;
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/**
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* @deprecated use StaticStruct instead.
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*/
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static StaticClass(): ScriptStruct;
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static StaticStruct(): ScriptStruct;
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__tid_AnimBlueprintGeneratedConstantData_0__: boolean;
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}
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}
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namespace Engine.Tutorial.SubEditors.TutorialAssets.Character.TutorialTPP_AnimBlueprint {
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class AnimBlueprintGeneratedMutableData extends UE.AnimBlueprintMutableData {
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constructor();
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@@ -63695,6 +63695,82 @@ declare module "ue" {
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__tid_BoneMirrorExport_0__: boolean;
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}
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enum ESkeletonDrawMode { Default, Hidden, GreyedOut, ESkeletonDrawMode_MAX, __typeKeyDoNoAccess}
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enum EProcessRootMotionMode { Ignore, Loop, LoopAndReset, EProcessRootMotionMode_MAX, __typeKeyDoNoAccess}
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enum EVisualizeRootMotionMode { None, Trajectory, TrajectoryAndOrientation, EVisualizeRootMotionMode_MAX, __typeKeyDoNoAccess}
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class DebugSkelMeshComponent extends UE.SkeletalMeshComponent {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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SkeletonDrawMode: UE.ESkeletonDrawMode;
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bDrawMesh: boolean;
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bShowBoneNames: boolean;
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bDrawBoneInfluences: boolean;
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bDrawMorphTargetVerts: boolean;
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bDrawNormals: boolean;
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bDrawTangents: boolean;
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bDrawBinormals: boolean;
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bDrawSockets: boolean;
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bDrawAttributes: boolean;
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bSkeletonSocketsVisible: boolean;
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bMeshSocketsVisible: boolean;
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bDisplayRawAnimation: boolean;
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bDisplayNonRetargetedPose: boolean;
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bDisplayAdditiveBasePose: boolean;
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bDisplayBakedAnimation: boolean;
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bDisplaySourceAnimation: boolean;
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bShowNotificationVisualizations: boolean;
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bShowAssetUserDataVisualizations: boolean;
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bDisplayBound: boolean;
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bDisplayVertexColors: boolean;
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WireframeMeshOverlayColor: UE.LinearColor;
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bPreviewRootMotion: boolean;
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RequestedProcessRootMotionMode: UE.EProcessRootMotionMode;
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ProcessRootMotionMode: UE.EProcessRootMotionMode;
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VisualizeRootMotionMode: UE.EVisualizeRootMotionMode;
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ConsumeRootMotionPreviousPlaybackTime: number;
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bShowClothData: boolean;
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MinClothPropertyView: number;
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MaxClothPropertyView: number;
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ClothMeshOpacity: number;
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bClothFlipNormal: boolean;
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bClothCullBackface: boolean;
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bRequiredBonesUpToDateDuringTick: boolean;
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BonesOfInterest: TArray<number>;
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MorphTargetOfInterests: TArray<UE.MorphTarget>;
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SkelMaterials: TArray<UE.MaterialInterface>;
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PreviewInstance: UE.AnimPreviewInstance;
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SavedAnimScriptInstance: UE.AnimInstance;
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bIsUsingInGameBounds: boolean;
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bIsUsingPreSkinnedBounds: boolean;
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bPerformSingleClothingTick: boolean;
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bPauseClothingSimulationWithAnim: boolean;
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bTrackAttachedInstanceLOD: boolean;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): DebugSkelMeshComponent;
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static Load(InName: string): DebugSkelMeshComponent;
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__tid_DebugSkelMeshComponent_0__: boolean;
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}
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class BoneProxy extends UE.Object {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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BoneName: string;
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Location: UE.Vector;
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Rotation: UE.Rotator;
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Scale: UE.Vector;
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ReferenceLocation: UE.Vector;
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ReferenceRotation: UE.Rotator;
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ReferenceScale: UE.Vector;
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MeshLocation: UE.Vector;
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MeshRotation: UE.Rotator;
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MeshScale: UE.Vector;
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SkelMeshComponent: TWeakObjectPtr<UE.DebugSkelMeshComponent>;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): BoneProxy;
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static Load(InName: string): BoneProxy;
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__tid_BoneProxy_0__: boolean;
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}
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class BoneReductionSetting {
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constructor();
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constructor(BonesToRemove: TArray<string>);
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@@ -87429,62 +87505,6 @@ declare module "ue" {
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__tid_ControlRigShapeLibraryLink_0__: boolean;
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}
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enum ESkeletonDrawMode { Default, Hidden, GreyedOut, ESkeletonDrawMode_MAX, __typeKeyDoNoAccess}
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enum EProcessRootMotionMode { Ignore, Loop, LoopAndReset, EProcessRootMotionMode_MAX, __typeKeyDoNoAccess}
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enum EVisualizeRootMotionMode { None, Trajectory, TrajectoryAndOrientation, EVisualizeRootMotionMode_MAX, __typeKeyDoNoAccess}
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class DebugSkelMeshComponent extends UE.SkeletalMeshComponent {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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SkeletonDrawMode: UE.ESkeletonDrawMode;
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bDrawMesh: boolean;
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bShowBoneNames: boolean;
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bDrawBoneInfluences: boolean;
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bDrawMorphTargetVerts: boolean;
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bDrawNormals: boolean;
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bDrawTangents: boolean;
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bDrawBinormals: boolean;
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bDrawSockets: boolean;
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bDrawAttributes: boolean;
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bSkeletonSocketsVisible: boolean;
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bMeshSocketsVisible: boolean;
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bDisplayRawAnimation: boolean;
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bDisplayNonRetargetedPose: boolean;
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bDisplayAdditiveBasePose: boolean;
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bDisplayBakedAnimation: boolean;
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bDisplaySourceAnimation: boolean;
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bShowNotificationVisualizations: boolean;
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bShowAssetUserDataVisualizations: boolean;
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bDisplayBound: boolean;
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bDisplayVertexColors: boolean;
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WireframeMeshOverlayColor: UE.LinearColor;
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bPreviewRootMotion: boolean;
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RequestedProcessRootMotionMode: UE.EProcessRootMotionMode;
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ProcessRootMotionMode: UE.EProcessRootMotionMode;
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VisualizeRootMotionMode: UE.EVisualizeRootMotionMode;
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ConsumeRootMotionPreviousPlaybackTime: number;
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bShowClothData: boolean;
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MinClothPropertyView: number;
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MaxClothPropertyView: number;
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ClothMeshOpacity: number;
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bClothFlipNormal: boolean;
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||||
bClothCullBackface: boolean;
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||||
bRequiredBonesUpToDateDuringTick: boolean;
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BonesOfInterest: TArray<number>;
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MorphTargetOfInterests: TArray<UE.MorphTarget>;
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SkelMaterials: TArray<UE.MaterialInterface>;
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PreviewInstance: UE.AnimPreviewInstance;
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SavedAnimScriptInstance: UE.AnimInstance;
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bIsUsingInGameBounds: boolean;
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bIsUsingPreSkinnedBounds: boolean;
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bPerformSingleClothingTick: boolean;
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bPauseClothingSimulationWithAnim: boolean;
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bTrackAttachedInstanceLOD: boolean;
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static StaticClass(): Class;
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static Find(OrigInName: string, Outer?: Object): DebugSkelMeshComponent;
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static Load(InName: string): DebugSkelMeshComponent;
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__tid_DebugSkelMeshComponent_0__: boolean;
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||||
}
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class ControlRigSkeletalMeshComponent extends UE.DebugSkelMeshComponent {
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constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
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static StaticClass(): Class;
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@@ -105816,11 +105836,11 @@ declare module "ue" {
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enum ENiagaraCompileErrorSeverity { Ignore, LogOnly, Warning, Error, ENiagaraCompileErrorSeverity_MAX, __typeKeyDoNoAccess}
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enum ENiagaraCompileUsageStaticSwitch { Spawn, Update, Event, SimulationStage, Default, ENiagaraCompileUsageStaticSwitch_MAX, __typeKeyDoNoAccess}
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enum ENiagaraConditionalOperator { Equals, NotEqual, LessThan, LessThanOrEqual, GreaterThan, GreaterThanOrEqual, Max, ENiagaraConditionalOperator_MAX, __typeKeyDoNoAccess}
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||||
enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
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namespace Niagara.Enums.ENiagaraCoordinateSpace {
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enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
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||||
}
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||||
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||||
enum ENiagaraCoordinateSpace { Simulation, World, Local, ENiagaraCoordinateSpace_MAX, __typeKeyDoNoAccess}
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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}
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||||
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;
|
||||
|
||||
Vendored
+45
-2
@@ -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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user