///
declare module "ue" {
import {$Ref, $Nullable} from "puerts"
import * as cpp from "cpp"
import * as UE from "ue"
class IntPoint {
constructor();
constructor(p0: number, p1: number);
constructor(p0: number);
X: number;
Y: number;
static readonly ZeroValue: IntPoint;
static readonly NoneValue: IntPoint;
ComponentMax(p0: IntPoint) : IntPoint;
ComponentMin(p0: IntPoint) : IntPoint;
get_Item(p0: number) : number;
GetMax() : number;
GetMin() : number;
op_Addition(p0: IntPoint) : IntPoint;
op_Division(p0: number) : IntPoint;
op_Division(p0: IntPoint) : IntPoint;
op_Equality(p0: IntPoint) : boolean;
op_Inequality(p0: IntPoint) : boolean;
op_Multiply(p0: number) : IntPoint;
op_Subtraction(p0: IntPoint) : IntPoint;
set_Item(p0: number) : number;
Size() : number;
SizeSquared() : number;
ToString() : string;
static DivideAndRoundDown(p0: IntPoint, p1: number) : IntPoint;
static DivideAndRoundUp(p0: IntPoint, p1: number) : IntPoint;
static DivideAndRoundUp(p0: IntPoint, p1: IntPoint) : IntPoint;
static Num() : number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_IntPoint_0__: boolean;
}
class Color {
constructor();
constructor(p0: number);
constructor(p0: number, p1: number, p2: number, p3: number);
constructor(p0: number);
B: number;
G: number;
R: number;
A: number;
static readonly White: Color;
static readonly Black: Color;
static readonly Transparent: Color;
static readonly Red: Color;
static readonly Green: Color;
static readonly Blue: Color;
static readonly Yellow: Color;
static readonly Cyan: Color;
static readonly Magenta: Color;
static readonly Orange: Color;
static readonly Purple: Color;
static readonly Turquoise: Color;
static readonly Silver: Color;
static readonly Emerald: Color;
DWColor() : number;
FromRGBE() : LinearColor;
InitFromString(p0: string) : boolean;
op_Equality(p0: Color) : boolean;
op_Inequality(p0: Color) : boolean;
ReinterpretAsLinear() : LinearColor;
ToHex() : string;
ToPackedABGR() : number;
ToPackedARGB() : number;
ToPackedBGRA() : number;
ToPackedRGBA() : number;
ToString() : string;
WithAlpha(p0: number) : Color;
static FromHex(p0: string) : Color;
static MakeFromColorTemperature(p0: number) : Color;
static MakeRandomColor() : Color;
static MakeRedToGreenColorFromScalar(p0: number) : Color;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Color_0__: boolean;
}
class LinearColor {
constructor();
constructor(p0: number);
constructor(p0: number, p1: number, p2: number, p3: number);
constructor(p0: Color);
constructor(p0: Vector);
constructor(p0: Vector4);
constructor(p0: cpp.FFloat16Color);
R: number;
G: number;
B: number;
A: number;
static readonly White: LinearColor;
static readonly Gray: LinearColor;
static readonly Black: LinearColor;
static readonly Transparent: LinearColor;
static readonly Red: LinearColor;
static readonly Green: LinearColor;
static readonly Blue: LinearColor;
static readonly Yellow: LinearColor;
Component(p0: number) : number;
ComputeLuminance() : number;
CopyWithNewOpacity(p0: number) : LinearColor;
Desaturate(p0: number) : LinearColor;
Equals(p0: LinearColor, p1?: number) : boolean;
GetClamped(p0: number, p1: number) : LinearColor;
GetLuminance() : number;
GetMax() : number;
GetMin() : number;
HSVToLinearRGB() : LinearColor;
InitFromString(p0: string) : boolean;
IsAlmostBlack() : boolean;
LinearRGBToHSV() : LinearColor;
op_Addition(p0: LinearColor) : LinearColor;
op_Division(p0: LinearColor) : LinearColor;
op_Division(p0: number) : LinearColor;
op_Equality(p0: LinearColor) : boolean;
op_Inequality(p0: LinearColor) : boolean;
op_Multiply(p0: LinearColor) : LinearColor;
op_Multiply(p0: number) : LinearColor;
op_Subtraction(p0: LinearColor) : LinearColor;
Quantize() : Color;
QuantizeRound() : Color;
ToFColor(p0: boolean) : Color;
ToRGBE() : Color;
ToString() : string;
static Dist(p0: LinearColor, p1: LinearColor) : number;
static FromPow22Color(p0: Color) : LinearColor;
static FromSRGBColor(p0: Color) : LinearColor;
static LerpUsingHSV(p0: LinearColor, p1: LinearColor, p2: number) : LinearColor;
static MakeFromColorTemperature(p0: number) : LinearColor;
static MakeRandomColor() : LinearColor;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_LinearColor_0__: boolean;
}
class IntVector4 {
constructor();
constructor(X: number, Y: number, Z: number, W: number);
X: number;
Y: number;
Z: number;
W: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_IntVector4_0__: boolean;
}
class Vector4 {
constructor(p0: Vector, p1: number);
constructor(p0: LinearColor);
constructor(p0: number, p1: number, p2: number, p3: number);
constructor(p0: Vector2D, p1: Vector2D);
constructor(p0: IntVector4);
constructor(p0: number);
X: number;
Y: number;
Z: number;
W: number;
Component(p0: number) : number;
ContainsNaN() : boolean;
DiagnosticCheckNaN() : void;
Equals(p0: Vector4, p1?: number) : boolean;
FindBestAxisVectors3(p0: $Ref, p1: $Ref) : void;
get_Item(p0: number) : number;
GetSafeNormal(p0?: number) : Vector4;
GetUnsafeNormal3() : Vector4;
InitFromString(p0: string) : boolean;
IsNearlyZero3(p0?: number) : boolean;
IsUnit3(p0?: number) : boolean;
op_Addition(p0: Vector4) : Vector4;
op_Division(p0: number) : Vector4;
op_Division(p0: Vector4) : Vector4;
op_Equality(p0: Vector4) : boolean;
op_ExclusiveOr(p0: Vector4) : Vector4;
op_Inequality(p0: Vector4) : boolean;
op_Multiply(p0: number) : Vector4;
op_Multiply(p0: Vector4) : Vector4;
op_Subtraction(p0: Vector4) : Vector4;
op_UnaryNegation() : Vector4;
Reflect3(p0: Vector4) : Vector4;
Rotation() : Rotator;
Set(p0: number, p1: number, p2: number, p3: number) : void;
set_Item(p0: number) : number;
Size() : number;
Size3() : number;
SizeSquared() : number;
SizeSquared3() : number;
ToOrientationQuat() : Quat;
ToOrientationRotator() : Rotator;
ToString() : string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector4_0__: boolean;
}
class Vector2D {
constructor();
constructor(p0: number, p1: number);
constructor(p0: number);
constructor(p0: IntPoint);
constructor(p0: number);
constructor(p0: number);
constructor(p0: Vector);
constructor(p0: Vector4);
X: number;
Y: number;
static readonly ZeroVector: Vector2D;
static readonly UnitVector: Vector2D;
static readonly Unit45Deg: Vector2D;
ClampAxes(p0: number, p1: number) : Vector2D;
Component(p0: number) : number;
ContainsNaN() : boolean;
DiagnosticCheckNaN() : void;
Equals(p0: Vector2D, p1?: number) : boolean;
get_Item(p0: number) : number;
GetAbs() : Vector2D;
GetAbsMax() : number;
GetMax() : number;
GetMin() : number;
GetRotated(p0: number) : Vector2D;
GetSafeNormal(p0?: number) : Vector2D;
GetSignVector() : Vector2D;
InitFromString(p0: string) : boolean;
IntPoint() : IntPoint;
IsNearlyZero(p0?: number) : boolean;
IsZero() : boolean;
Normalize(p0?: number) : boolean;
op_Addition(p0: Vector2D) : Vector2D;
op_Addition(p0: number) : Vector2D;
op_BitwiseOr(p0: Vector2D) : number;
op_Division(p0: number) : Vector2D;
op_Division(p0: Vector2D) : Vector2D;
op_Equality(p0: Vector2D) : boolean;
op_ExclusiveOr(p0: Vector2D) : number;
op_Inequality(p0: Vector2D) : boolean;
op_Multiply(p0: number) : Vector2D;
op_Multiply(p0: Vector2D) : Vector2D;
op_Subtraction(p0: Vector2D) : Vector2D;
op_Subtraction(p0: number) : Vector2D;
op_UnaryNegation() : Vector2D;
RoundToVector() : Vector2D;
Set(p0: number, p1: number) : void;
set_Item(p0: number) : number;
Size() : number;
SizeSquared() : number;
SphericalToUnitCartesian() : Vector;
ToDirectionAndLength(p0: $Ref, p1: $Ref) : void;
ToString() : string;
static CrossProduct(p0: Vector2D, p1: Vector2D) : number;
static Distance(p0: Vector2D, p1: Vector2D) : number;
static DistSquared(p0: Vector2D, p1: Vector2D) : number;
static DotProduct(p0: Vector2D, p1: Vector2D) : number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector2D_0__: boolean;
}
class IntVector {
constructor();
constructor(p0: number, p1: number, p2: number);
constructor(p0: number);
constructor(p0: Vector);
constructor(p0: number);
X: number;
Y: number;
Z: number;
static readonly ZeroValue: IntVector;
static readonly NoneValue: IntVector;
get_Item(p0: number) : number;
GetMax() : number;
GetMin() : number;
IsZero() : boolean;
op_Addition(p0: IntVector) : IntVector;
op_Division(p0: number) : IntVector;
op_Equality(p0: IntVector) : boolean;
op_Inequality(p0: IntVector) : boolean;
op_Multiply(p0: number) : IntVector;
op_Subtraction(p0: IntVector) : IntVector;
set_Item(p0: number) : number;
Size() : number;
ToString() : string;
static DivideAndRoundUp(p0: IntVector, p1: number) : IntVector;
static DivideAndRoundUp(p0: IntVector, p1: IntVector) : IntVector;
static Num() : number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_IntVector_0__: boolean;
}
class Vector {
constructor();
constructor(p0: number);
constructor(p0: number, p1: number, p2: number);
constructor(p0: Vector2D, p1: number);
constructor(p0: Vector4);
constructor(p0: LinearColor);
constructor(p0: IntVector);
constructor(p0: IntPoint);
constructor(p0: number);
X: number;
Y: number;
Z: number;
static readonly ZeroVector: Vector;
static readonly OneVector: Vector;
static readonly UpVector: Vector;
static readonly DownVector: Vector;
static readonly ForwardVector: Vector;
static readonly BackwardVector: Vector;
static readonly RightVector: Vector;
static readonly LeftVector: Vector;
AddBounded(p0: Vector, p1: number) : void;
AllComponentsEqual(p0: number) : boolean;
BoundToBox(p0: Vector, p1: Vector) : Vector;
BoundToCube(p0: number) : Vector;
Component(p0: number) : number;
ComponentMax(p0: Vector) : Vector;
ComponentMin(p0: Vector) : Vector;
ContainsNaN() : boolean;
CosineAngle2D(p0: Vector) : number;
DiagnosticCheckNaN() : void;
DiagnosticCheckNaN(p0: $Ref) : void;
Equals(p0: Vector, p1?: number) : boolean;
FindBestAxisVectors(p0: $Ref, p1: $Ref) : void;
get_Item(p0: number) : number;
GetAbs() : Vector;
GetAbsMax() : number;
GetAbsMin() : number;
GetClampedToMaxSize(p0: number) : Vector;
GetClampedToMaxSize2D(p0: number) : Vector;
GetClampedToSize(p0: number, p1: number) : Vector;
GetClampedToSize2D(p0: number, p1: number) : Vector;
GetComponentForAxis(p0: number) : number;
GetMax() : number;
GetMin() : number;
GetSafeNormal(p0?: number, p1?: Vector) : Vector;
GetSafeNormal2D(p0?: number, p1?: Vector) : Vector;
GetSignVector() : Vector;
GetUnsafeNormal() : Vector;
GetUnsafeNormal2D() : Vector;
GridSnap(p0: number) : Vector;
HeadingAngle() : number;
InitFromString(p0: string) : boolean;
IsNearlyZero(p0?: number) : boolean;
IsNormalized() : boolean;
IsUniform(p0?: number) : boolean;
IsUnit(p0?: number) : boolean;
IsZero() : boolean;
MirrorByPlane(p0: Plane) : Vector;
MirrorByVector(p0: Vector) : Vector;
Normalize(p0?: number) : boolean;
op_Addition(p0: Vector) : Vector;
op_Addition(p0: number) : Vector;
op_BitwiseOr(p0: Vector) : number;
op_Division(p0: number) : Vector;
op_Division(p0: Vector) : Vector;
op_Equality(p0: Vector) : boolean;
op_ExclusiveOr(p0: Vector) : Vector;
op_Inequality(p0: Vector) : boolean;
op_Multiply(p0: number) : Vector;
op_Multiply(p0: Vector) : Vector;
op_Subtraction(p0: Vector) : Vector;
op_Subtraction(p0: number) : Vector;
op_UnaryNegation() : Vector;
Projection() : Vector;
ProjectOnTo(p0: Vector) : Vector;
ProjectOnToNormal(p0: Vector) : Vector;
Reciprocal() : Vector;
RotateAngleAxis(p0: number, p1: Vector) : Vector;
Rotation() : Rotator;
Set(p0: number, p1: number, p2: number) : void;
set_Item(p0: number) : number;
SetComponentForAxis(p0: number, p1: number) : void;
Size() : number;
Size2D() : number;
SizeSquared() : number;
SizeSquared2D() : number;
ToCompactString() : string;
ToCompactText() : string;
ToDirectionAndLength(p0: $Ref, p1: $Ref) : void;
ToOrientationQuat() : Quat;
ToOrientationRotator() : Rotator;
ToString() : string;
ToText() : string;
UnitCartesianToSpherical() : Vector2D;
UnwindEuler() : void;
static BoxPushOut(p0: Vector, p1: Vector) : number;
static Coincident(p0: Vector, p1: Vector, p2?: number) : boolean;
static Coplanar(p0: Vector, p1: Vector, p2: Vector, p3: Vector, p4?: number) : boolean;
static CreateOrthonormalBasis(p0: $Ref, p1: $Ref, p2: $Ref) : void;
static CrossProduct(p0: Vector, p1: Vector) : Vector;
static DegreesToRadians(p0: Vector) : Vector;
static Dist(p0: Vector, p1: Vector) : number;
static Dist2D(p0: Vector, p1: Vector) : number;
static Distance(p0: Vector, p1: Vector) : number;
static DistSquared(p0: Vector, p1: Vector) : number;
static DistSquared2D(p0: Vector, p1: Vector) : number;
static DistSquaredXY(p0: Vector, p1: Vector) : number;
static DistXY(p0: Vector, p1: Vector) : number;
static DotProduct(p0: Vector, p1: Vector) : number;
static Orthogonal(p0: Vector, p1: Vector, p2?: number) : boolean;
static Parallel(p0: Vector, p1: Vector, p2?: number) : boolean;
static PointPlaneDist(p0: Vector, p1: Vector, p2: Vector) : number;
static PointPlaneProject(p0: Vector, p1: Plane) : Vector;
static PointPlaneProject(p0: Vector, p1: Vector, p2: Vector, p3: Vector) : Vector;
static PointPlaneProject(p0: Vector, p1: Vector, p2: Vector) : Vector;
static PointsAreNear(p0: Vector, p1: Vector, p2: number) : boolean;
static PointsAreSame(p0: Vector, p1: Vector) : boolean;
static RadiansToDegrees(p0: Vector) : Vector;
static Triple(p0: Vector, p1: Vector, p2: Vector) : number;
static VectorPlaneProject(p0: Vector, p1: Vector) : Vector;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector_0__: boolean;
}
class Plane extends UE.Vector {
constructor();
constructor(W: number);
W: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Plane_0__: boolean;
}
class Matrix {
constructor();
constructor(XPlane: UE.Plane, YPlane: UE.Plane, ZPlane: UE.Plane, WPlane: UE.Plane);
XPlane: UE.Plane;
YPlane: UE.Plane;
ZPlane: UE.Plane;
WPlane: UE.Plane;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Matrix_0__: boolean;
}
class Rotator {
constructor();
constructor(p0: number);
constructor(p0: number, p1: number, p2: number);
constructor(p0: number);
constructor(p0: Quat);
Pitch: number;
Yaw: number;
Roll: number;
static readonly ZeroRotator: Rotator;
Add(p0: number, p1: number, p2: number) : Rotator;
Clamp() : Rotator;
ContainsNaN() : boolean;
DiagnosticCheckNaN() : void;
DiagnosticCheckNaN(p0: $Ref) : void;
Equals(p0: Rotator, p1?: number) : boolean;
Euler() : Vector;
GetComponentForAxis(p0: number) : number;
GetDenormalized() : Rotator;
GetEquivalentRotator() : Rotator;
GetInverse() : Rotator;
GetManhattanDistance(p0: Rotator) : number;
GetNormalized() : Rotator;
GetWindingAndRemainder(p0: $Ref, p1: $Ref) : void;
GridSnap(p0: Rotator) : Rotator;
InitFromString(p0: string) : boolean;
IsNearlyZero(p0: number) : boolean;
IsZero() : boolean;
Normalize() : void;
op_Addition(p0: Rotator) : Rotator;
op_Equality(p0: Rotator) : boolean;
op_Inequality(p0: Rotator) : boolean;
op_Multiply(p0: number) : Rotator;
op_Subtraction(p0: Rotator) : Rotator;
Quaternion() : Quat;
RotateVector(p0: Vector) : Vector;
SetClosestToMe(p0: $Ref) : void;
SetComponentForAxis(p0: number, p1: number) : void;
ToCompactString() : string;
ToString() : string;
UnrotateVector(p0: Vector) : Vector;
Vector() : Vector;
static ClampAxis(p0: number) : number;
static CompressAxisToByte(p0: number) : number;
static CompressAxisToShort(p0: number) : number;
static DecompressAxisFromByte(p0: number) : number;
static DecompressAxisFromShort(p0: number) : number;
static MakeFromEuler(p0: Vector) : Rotator;
static NormalizeAxis(p0: number) : number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Rotator_0__: boolean;
}
class Quat {
constructor();
constructor(p0: number);
constructor(p0: number, p1: number, p2: number, p3: number);
constructor(p0: Matrix);
constructor(p0: Rotator);
constructor(p0: Vector, p1: number);
X: number;
Y: number;
Z: number;
W: number;
static readonly Identity: Quat;
AngularDistance(p0: Quat) : number;
ContainsNaN() : boolean;
DiagnosticCheckNaN() : void;
DiagnosticCheckNaN(p0: $Ref) : void;
EnforceShortestArcWith(p0: Quat) : void;
Equals(p0: Quat, p1?: number) : boolean;
Euler() : Vector;
Exp() : Quat;
GetAngle() : number;
GetAxisX() : Vector;
GetAxisY() : Vector;
GetAxisZ() : Vector;
GetForwardVector() : Vector;
GetNormalized(p0?: number) : Quat;
GetRightVector() : Vector;
GetRotationAxis() : Vector;
GetUpVector() : Vector;
InitFromString(p0: string) : boolean;
Inverse() : Quat;
IsIdentity(p0?: number) : boolean;
IsNormalized() : boolean;
Log() : Quat;
Normalize(p0?: number) : void;
op_Addition(p0: Quat) : Quat;
op_BitwiseOr(p0: Quat) : number;
op_Division(p0: number) : Quat;
op_Equality(p0: Quat) : boolean;
op_Inequality(p0: Quat) : boolean;
op_Multiply(p0: Quat) : Quat;
op_Multiply(p0: Vector) : Vector;
op_Multiply(p0: number) : Quat;
op_Subtraction(p0: Quat) : Quat;
RotateVector(p0: Vector) : Vector;
Rotator() : Rotator;
Size() : number;
SizeSquared() : number;
ToAxisAndAngle(p0: $Ref, p1: $Ref) : void;
ToString() : string;
ToSwingTwist(p0: Vector, p1: $Ref, p2: $Ref) : void;
UnrotateVector(p0: Vector) : Vector;
Vector() : Vector;
static CalcTangents(p0: Quat, p1: Quat, p2: Quat, p3: number, p4: $Ref) : void;
static Error(p0: Quat, p1: Quat) : number;
static ErrorAutoNormalize(p0: Quat, p1: Quat) : number;
static FastBilerp(p0: Quat, p1: Quat, p2: Quat, p3: Quat, p4: number, p5: number) : Quat;
static FastLerp(p0: Quat, p1: Quat, p2: number) : Quat;
static FindBetween(p0: Vector, p1: Vector) : Quat;
static FindBetweenNormals(p0: Vector, p1: Vector) : Quat;
static FindBetweenVectors(p0: Vector, p1: Vector) : Quat;
static MakeFromEuler(p0: Vector) : Quat;
static Slerp(p0: Quat, p1: Quat, p2: number) : Quat;
static Slerp_NotNormalized(p0: Quat, p1: Quat, p2: number) : Quat;
static SlerpFullPath(p0: Quat, p1: Quat, p2: number) : Quat;
static SlerpFullPath_NotNormalized(p0: Quat, p1: Quat, p2: number) : Quat;
static Squad(p0: Quat, p1: Quat, p2: Quat, p3: Quat, p4: number) : Quat;
static SquadFullPath(p0: Quat, p1: Quat, p2: Quat, p3: Quat, p4: number) : Quat;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Quat_0__: boolean;
}
class Transform {
constructor();
constructor(p0: Vector);
constructor(p0: Quat);
constructor(p0: Rotator);
constructor(p0: Quat, p1: Vector, p2: Vector);
constructor(p0: Rotator, p1: Vector, p2: Vector);
constructor(p0: number);
constructor(p0: Matrix);
constructor(p0: Vector, p1: Vector, p2: Vector, p3: Vector);
Rotation: UE.Quat;
Translation: UE.Vector;
Scale3D: UE.Vector;
static readonly Identity: Transform;
Accumulate(p0: Transform) : void;
AddToTranslation(p0: Vector) : void;
Blend(p0: Transform, p1: Transform, p2: number) : void;
BlendWith(p0: Transform, p1: number) : void;
ConcatenateRotation(p0: Quat) : void;
ContainsNaN() : boolean;
CopyRotation(p0: Transform) : void;
CopyRotationPart(p0: Transform) : void;
CopyScale3D(p0: Transform) : void;
CopyTranslation(p0: Transform) : void;
CopyTranslationAndScale3D(p0: Transform) : void;
DebugPrint() : void;
DiagnosticCheck_IsValid() : void;
DiagnosticCheckNaN_All() : void;
DiagnosticCheckNaN_Rotate() : void;
DiagnosticCheckNaN_Scale3D() : void;
DiagnosticCheckNaN_Translate() : void;
Equals(p0: Transform, p1?: number) : boolean;
EqualsNoScale(p0: Transform, p1?: number) : boolean;
GetDeterminant() : number;
GetLocation() : Vector;
GetMaximumAxisScale() : number;
GetMinimumAxisScale() : number;
GetRelativeTransform(p0: Transform) : Transform;
GetRelativeTransformReverse(p0: Transform) : Transform;
GetRotation() : Quat;
GetScale3D() : Vector;
GetScaled(p0: number) : Transform;
GetScaled(p0: Vector) : Transform;
GetScaledAxis(p0: number) : Vector;
GetTranslation() : Vector;
GetUnitAxis(p0: number) : Vector;
InitFromString(p0: string) : boolean;
Inverse() : Transform;
InverseTransformPosition(p0: Vector) : Vector;
InverseTransformPositionNoScale(p0: Vector) : Vector;
InverseTransformRotation(p0: Quat) : Quat;
InverseTransformVector(p0: Vector) : Vector;
InverseTransformVectorNoScale(p0: Vector) : Vector;
IsRotationNormalized() : boolean;
IsValid() : boolean;
Mirror(p0: number, p1: number) : void;
MultiplyScale3D(p0: Vector) : void;
NormalizeRotation() : void;
op_Addition(p0: Transform) : Transform;
op_Multiply(p0: Transform) : Transform;
op_Multiply(p0: Quat) : Transform;
RemoveScaling(p0?: number) : void;
RotationEquals(p0: Transform, p1?: number) : boolean;
Rotator() : Rotator;
Scale3DEquals(p0: Transform, p1?: number) : boolean;
ScaleTranslation(p0: Vector) : void;
ScaleTranslation(p0: number) : void;
SetComponents(p0: Quat, p1: Vector, p2: Vector) : void;
SetIdentity() : void;
SetLocation(p0: Vector) : void;
SetRotation(p0: Quat) : void;
SetScale3D(p0: Vector) : void;
SetToRelativeTransform(p0: Transform) : void;
SetTranslation(p0: Vector) : void;
SetTranslationAndScale3D(p0: Vector, p1: Vector) : void;
ToHumanReadableString() : string;
ToString() : string;
TransformFVector4(p0: Vector4) : Vector4;
TransformFVector4NoScale(p0: Vector4) : Vector4;
TransformPosition(p0: Vector) : Vector;
TransformPositionNoScale(p0: Vector) : Vector;
TransformRotation(p0: Quat) : Quat;
TransformVector(p0: Vector) : Vector;
TransformVectorNoScale(p0: Vector) : Vector;
TranslationEquals(p0: Transform, p1?: number) : boolean;
static AddTranslations(p0: Transform, p1: Transform) : Vector;
static AnyHasNegativeScale(p0: Vector, p1: Vector) : boolean;
static AreRotationsEqual(p0: Transform, p1: Transform, p2?: number) : boolean;
static AreScale3DsEqual(p0: Transform, p1: Transform, p2?: number) : boolean;
static AreTranslationsEqual(p0: Transform, p1: Transform, p2?: number) : boolean;
static GetSafeScaleReciprocal(p0: Vector, p1?: number) : Vector;
static Multiply(p0: Transform, p1: Transform, p2: Transform) : void;
static SubtractTranslations(p0: Transform, p1: Transform) : Vector;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Transform_0__: boolean;
}
class A2Pose {
constructor();
constructor(Bones: TArray);
Bones: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_A2Pose_0__: boolean;
}
class A2CSPose extends UE.A2Pose {
constructor();
constructor(ComponentSpaceFlags: TArray);
ComponentSpaceFlags: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_A2CSPose_0__: boolean;
}
class Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
CreateDefaultSubobject(p0: string, p1: Class, p2: Class, p3: boolean, p4: boolean) : Object;
/*
*Executes some portion of the ubergraph.
*
*@param EntryPoint The entry point to start code execution at.
*/
ExecuteUbergraph(EntryPoint: number) : void;
GetClass() : Class;
GetName() : string;
GetOuter() : Object;
GetWorld() : World;
IsA(p0: Class) : boolean;
IsNative() : boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Object;
static Load(InName: string): Object;
__tid_Object_0__: boolean;
}
class AssetImportInfo {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AssetImportInfo_0__: boolean;
}
class AssetImportData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
SourceFilePath_EditorOnly: string;
SourceFileTimestamp_EditorOnly: string;
SourceData_EditorOnly: UE.AssetImportInfo;
K2_ExtractFilenames_EditorOnly() : TArray;
/*
*Helper function to return the first filename stored in this data. The resulting filename will be absolute (ie, not relative to the asset).
*/
K2_GetFirstFilename_EditorOnly() : string;
/*
*Add or update a filename at the specified index. If the index is greater then the number of source file,
*it will add empty filenames to fill up to the specified index. The timespan and MD5 will be computed.
*
*@Param InPath: The filename we want to set at the specified index.
*@Param Index: This specify the source file index in case you have many source file for an imported asset
*@Param SourceFileLabel: Optional, can be empty string, the label we want to see in the UI when displaying the source file. (useful for multi source)
*/
ScriptedAddFilename_EditorOnly(InPath: string, Index: number, SourceFileLabel: string) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AssetImportData;
static Load(InName: string): AssetImportData;
__tid_AssetImportData_0__: boolean;
}
enum EAlembicSamplingType { PerFrame, PerXFrames, PerTimeStep, EAlembicSamplingType_MAX, __typeKeyDoNoAccess}
class AbcSamplingSettings {
constructor();
constructor(SamplingType: UE.EAlembicSamplingType, FrameSteps: number, TimeSteps: number, FrameStart: number, FrameEnd: number, bSkipEmpty: boolean);
SamplingType: UE.EAlembicSamplingType;
FrameSteps: number;
TimeSteps: number;
FrameStart: number;
FrameEnd: number;
bSkipEmpty: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcSamplingSettings_0__: boolean;
}
class AbcNormalGenerationSettings {
constructor();
constructor(bForceOneSmoothingGroupPerObject: boolean, HardEdgeAngleThreshold: number, bRecomputeNormals: boolean, bIgnoreDegenerateTriangles: boolean, bSkipComputingTangents: boolean);
bForceOneSmoothingGroupPerObject: boolean;
HardEdgeAngleThreshold: number;
bRecomputeNormals: boolean;
bIgnoreDegenerateTriangles: boolean;
bSkipComputingTangents: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcNormalGenerationSettings_0__: boolean;
}
class AbcMaterialSettings {
constructor();
constructor(bCreateMaterials: boolean, bFindMaterials: boolean);
bCreateMaterials: boolean;
bFindMaterials: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcMaterialSettings_0__: boolean;
}
enum EBaseCalculationType { None, PercentageBased, FixedNumber, NoCompression, EBaseCalculationType_MAX, __typeKeyDoNoAccess}
class AbcCompressionSettings {
constructor();
constructor(bMergeMeshes: boolean, bBakeMatrixAnimation: boolean, BaseCalculationType: UE.EBaseCalculationType, PercentageOfTotalBases: number, MaxNumberOfBases: number, MinimumNumberOfVertexInfluencePercentage: number);
bMergeMeshes: boolean;
bBakeMatrixAnimation: boolean;
BaseCalculationType: UE.EBaseCalculationType;
PercentageOfTotalBases: number;
MaxNumberOfBases: number;
MinimumNumberOfVertexInfluencePercentage: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcCompressionSettings_0__: boolean;
}
class AbcStaticMeshSettings {
constructor();
constructor(bMergeMeshes: boolean, bPropagateMatrixTransformations: boolean, bGenerateLightmapUVs: boolean);
bMergeMeshes: boolean;
bPropagateMatrixTransformations: boolean;
bGenerateLightmapUVs: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcStaticMeshSettings_0__: boolean;
}
enum EAbcGeometryCacheMotionVectorsImport { NoMotionVectors, ImportAbcVelocitiesAsMotionVectors, CalculateMotionVectorsDuringImport, EAbcGeometryCacheMotionVectorsImport_MAX, __typeKeyDoNoAccess}
class AbcGeometryCacheSettings {
constructor();
constructor(bFlattenTracks: boolean, bStoreImportedVertexNumbers: boolean, bApplyConstantTopologyOptimizations: boolean, bCalculateMotionVectorsDuringImport: boolean, MotionVectors: UE.EAbcGeometryCacheMotionVectorsImport, bOptimizeIndexBuffers: boolean, CompressedPositionPrecision: number, CompressedTextureCoordinatesNumberOfBits: number);
bFlattenTracks: boolean;
bStoreImportedVertexNumbers: boolean;
bApplyConstantTopologyOptimizations: boolean;
bCalculateMotionVectorsDuringImport: boolean;
MotionVectors: UE.EAbcGeometryCacheMotionVectorsImport;
bOptimizeIndexBuffers: boolean;
CompressedPositionPrecision: number;
CompressedTextureCoordinatesNumberOfBits: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcGeometryCacheSettings_0__: boolean;
}
enum EAbcConversionPreset { Maya, Max, Custom, EAbcConversionPreset_MAX, __typeKeyDoNoAccess}
class AbcConversionSettings {
constructor();
constructor(Preset: UE.EAbcConversionPreset, bFlipU: boolean, bFlipV: boolean, Scale: UE.Vector, Rotation: UE.Vector);
Preset: UE.EAbcConversionPreset;
bFlipU: boolean;
bFlipV: boolean;
Scale: UE.Vector;
Rotation: UE.Vector;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AbcConversionSettings_0__: boolean;
}
class AbcAssetImportData extends UE.AssetImportData {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
TrackNames: TArray;
SamplingSettings: UE.AbcSamplingSettings;
NormalGenerationSettings: UE.AbcNormalGenerationSettings;
MaterialSettings: UE.AbcMaterialSettings;
CompressionSettings: UE.AbcCompressionSettings;
StaticMeshSettings: UE.AbcStaticMeshSettings;
GeometryCacheSettings: UE.AbcGeometryCacheSettings;
ConversionSettings: UE.AbcConversionSettings;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AbcAssetImportData;
static Load(InName: string): AbcAssetImportData;
__tid_AbcAssetImportData_0__: boolean;
}
enum EAlembicImportType { StaticMesh, GeometryCache, Skeletal, EAlembicImportType_MAX, __typeKeyDoNoAccess}
class AbcImportSettings extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ImportType: UE.EAlembicImportType;
SamplingSettings: UE.AbcSamplingSettings;
NormalGenerationSettings: UE.AbcNormalGenerationSettings;
MaterialSettings: UE.AbcMaterialSettings;
CompressionSettings: UE.AbcCompressionSettings;
StaticMeshSettings: UE.AbcStaticMeshSettings;
GeometryCacheSettings: UE.AbcGeometryCacheSettings;
ConversionSettings: UE.AbcConversionSettings;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AbcImportSettings;
static Load(InName: string): AbcImportSettings;
__tid_AbcImportSettings_0__: boolean;
}
enum EBoneTranslationRetargetingMode { Animation, Skeleton, AnimationScaled, AnimationRelative, OrientAndScale, EBoneTranslationRetargetingMode_MAX, __typeKeyDoNoAccess}
class BoneNode {
constructor();
constructor(Name: string, ParentIndex: number, TranslationRetargetingMode: UE.EBoneTranslationRetargetingMode);
Name: string;
ParentIndex: number;
TranslationRetargetingMode: UE.EBoneTranslationRetargetingMode;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BoneNode_0__: boolean;
}
enum EAxis { None, X, Y, Z, EAxis_MAX, __typeKeyDoNoAccess}
class Guid {
constructor();
constructor(p0: number, p1: number, p2: number, p3: number);
A: number;
B: number;
C: number;
D: number;
get_Item(p0: number) : number;
Invalidate() : void;
IsValid() : boolean;
set_Item(p0: number) : number;
ToString(p0?: number) : string;
static NewGuid() : Guid;
static Parse(p0: string, p1: $Ref) : boolean;
static ParseExact(p0: string, p1: number, p2: $Ref) : boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Guid_0__: boolean;
}
class VirtualBone {
constructor();
constructor(SourceBoneName: string, TargetBoneName: string, VirtualBoneName: string);
SourceBoneName: string;
TargetBoneName: string;
VirtualBoneName: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_VirtualBone_0__: boolean;
}
enum ETickingGroup { TG_PrePhysics, TG_StartPhysics, TG_DuringPhysics, TG_EndPhysics, TG_PostPhysics, TG_PostUpdateWork, TG_LastDemotable, TG_NewlySpawned, TG_MAX, __typeKeyDoNoAccess}
class TickFunction {
constructor();
constructor(TickGroup: UE.ETickingGroup, EndTickGroup: UE.ETickingGroup, bTickEvenWhenPaused: boolean, bCanEverTick: boolean, bStartWithTickEnabled: boolean, bAllowTickOnDedicatedServer: boolean, TickInterval: number);
TickGroup: UE.ETickingGroup;
EndTickGroup: UE.ETickingGroup;
bTickEvenWhenPaused: boolean;
bCanEverTick: boolean;
bStartWithTickEnabled: boolean;
bAllowTickOnDedicatedServer: boolean;
TickInterval: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TickFunction_0__: boolean;
}
class ActorComponentTickFunction extends UE.TickFunction {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ActorComponentTickFunction_0__: boolean;
}
class AssetUserData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AssetUserData;
static Load(InName: string): AssetUserData;
__tid_AssetUserData_0__: boolean;
}
enum EComponentCreationMethod { Native, SimpleConstructionScript, UserConstructionScript, Instance, EComponentCreationMethod_MAX, __typeKeyDoNoAccess}
class SimpleMemberReference {
constructor();
constructor(MemberParent: UE.Object, MemberName: string, MemberGuid: UE.Guid);
MemberParent: UE.Object;
MemberName: string;
MemberGuid: UE.Guid;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SimpleMemberReference_0__: boolean;
}
class ActorTickFunction extends UE.TickFunction {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ActorTickFunction_0__: boolean;
}
enum ELevelInstanceType { None, LevelInstance, LevelInstanceEdit, LevelInstancePropertyOverride, ELevelInstanceType_MAX, __typeKeyDoNoAccess}
enum ELevelInstanceFlags { None, IsInEditHierarchy, HasPropertyOverrides, HasEditablePropertyOverrides, ELevelInstanceFlags_MAX, __typeKeyDoNoAccess}
enum EActorUpdateOverlapsMethod { UseConfigDefault, AlwaysUpdate, OnlyUpdateMovable, NeverUpdate, EActorUpdateOverlapsMethod_MAX, __typeKeyDoNoAccess}
enum ENetRole { ROLE_None, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority, ROLE_MAX, __typeKeyDoNoAccess}
enum EActorGridPlacement { Bounds, Location, AlwaysLoaded, None, EActorGridPlacement_MAX, __typeKeyDoNoAccess}
class Vector_NetQuantize100 extends UE.Vector {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector_NetQuantize100_0__: boolean;
}
class RepAttachment {
constructor();
constructor(AttachParent: UE.Actor, LocationOffset: UE.Vector_NetQuantize100, RelativeScale3D: UE.Vector_NetQuantize100, RotationOffset: UE.Rotator, AttachSocket: string, AttachComponent: UE.SceneComponent);
AttachParent: UE.Actor;
LocationOffset: UE.Vector_NetQuantize100;
RelativeScale3D: UE.Vector_NetQuantize100;
RotationOffset: UE.Rotator;
AttachSocket: string;
AttachComponent: UE.SceneComponent;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RepAttachment_0__: boolean;
}
enum EVectorQuantization { RoundWholeNumber, RoundOneDecimal, RoundTwoDecimals, EVectorQuantization_MAX, __typeKeyDoNoAccess}
enum ERotatorQuantization { ByteComponents, ShortComponents, ERotatorQuantization_MAX, __typeKeyDoNoAccess}
class RepMovement {
constructor();
constructor(LinearVelocity: UE.Vector, AngularVelocity: UE.Vector, Location: UE.Vector, Rotation: UE.Rotator, Acceleration: UE.Vector, bSimulatedPhysicSleep: boolean, bRepPhysics: boolean, bRepAcceleration: boolean, ServerFrame: number, ServerPhysicsHandle: number, LocationQuantizationLevel: UE.EVectorQuantization, VelocityQuantizationLevel: UE.EVectorQuantization, RotationQuantizationLevel: UE.ERotatorQuantization);
LinearVelocity: UE.Vector;
AngularVelocity: UE.Vector;
Location: UE.Vector;
Rotation: UE.Rotator;
Acceleration: UE.Vector;
bSimulatedPhysicSleep: boolean;
bRepPhysics: boolean;
bRepAcceleration: boolean;
ServerFrame: number;
ServerPhysicsHandle: number;
LocationQuantizationLevel: UE.EVectorQuantization;
VelocityQuantizationLevel: UE.EVectorQuantization;
RotationQuantizationLevel: UE.ERotatorQuantization;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RepMovement_0__: boolean;
}
enum ENetDormancy { DORM_Never, DORM_Awake, DORM_DormantAll, DORM_DormantPartial, DORM_Initial, DORM_MAX, __typeKeyDoNoAccess}
enum ESpawnActorCollisionHandlingMethod { Undefined, AlwaysSpawn, AdjustIfPossibleButAlwaysSpawn, AdjustIfPossibleButDontSpawnIfColliding, DontSpawnIfColliding, ESpawnActorCollisionHandlingMethod_MAX, __typeKeyDoNoAccess}
enum EAutoReceiveInput { Disabled, Player0, Player1, Player2, Player3, Player4, Player5, Player6, Player7, EAutoReceiveInput_MAX, __typeKeyDoNoAccess}
class Key {
constructor();
constructor(KeyName: string);
KeyName: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Key_0__: boolean;
}
class KeyBind {
constructor();
constructor(Key: UE.Key, Command: string, Control: boolean, Shift: boolean, Alt: boolean, Cmd: boolean, bIgnoreCtrl: boolean, bIgnoreShift: boolean, bIgnoreAlt: boolean, bIgnoreCmd: boolean, bDisabled: boolean);
Key: UE.Key;
Command: string;
Control: boolean;
Shift: boolean;
Alt: boolean;
Cmd: boolean;
bIgnoreCtrl: boolean;
bIgnoreShift: boolean;
bIgnoreAlt: boolean;
bIgnoreCmd: boolean;
bDisabled: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KeyBind_0__: boolean;
}
class PerQualityLevelInt {
constructor();
constructor(Default: number, PerQuality: TMap);
Default: number;
PerQuality: TMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PerQualityLevelInt_0__: boolean;
}
class StreamableRenderAsset extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ForceMipLevelsToBeResidentTimestamp: number;
NumCinematicMipLevels: number;
NoRefStreamingLODBias: UE.PerQualityLevelInt;
StreamingIndex: number;
NeverStream: boolean;
bGlobalForceMipLevelsToBeResident: boolean;
bHasStreamingUpdatePending: boolean;
bForceMiplevelsToBeResident: boolean;
bIgnoreStreamingMipBias: boolean;
bUseCinematicMipLevels: boolean;
/*
*Tells the streaming system that it should force all mip-levels to be resident for a number of seconds.
*@param Seconds Duration in seconds
*@param CinematicTextureGroups Bitfield indicating which texture groups that use extra high-resolution mips
*/
SetForceMipLevelsToBeResident(Seconds: number, CinematicLODGroupMask?: number /* = 0 */) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): StreamableRenderAsset;
static Load(InName: string): StreamableRenderAsset;
__tid_StreamableRenderAsset_0__: boolean;
}
enum ETextureSourceCompressionFormat { TSCF_None, TSCF_PNG, TSCF_JPEG, TSCF_UEJPEG, TSCF_UEDELTA, TSCF_MAX, __typeKeyDoNoAccess}
class TextureSourceLayerColorInfo {
constructor();
constructor(ColorMin: UE.LinearColor, ColorMax: UE.LinearColor);
ColorMin: UE.LinearColor;
ColorMax: UE.LinearColor;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TextureSourceLayerColorInfo_0__: boolean;
}
enum ETextureSourceFormat { TSF_Invalid, TSF_G8, TSF_BGRA8, TSF_BGRE8, TSF_RGBA16, TSF_RGBA16F, TSF_RGBA8_DEPRECATED, TSF_RGBE8_DEPRECATED, TSF_G16, TSF_RGBA32F, TSF_R16F, TSF_R32F, TSF_MAX, __typeKeyDoNoAccess}
class TextureSourceBlock {
constructor();
constructor(BlockX: number, BlockY: number, SizeX: number, SizeY: number, NumSlices: number, NumMips: number);
BlockX: number;
BlockY: number;
SizeX: number;
SizeY: number;
NumSlices: number;
NumMips: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TextureSourceBlock_0__: boolean;
}
class TextureSource {
constructor();
constructor(Id: UE.Guid, BaseBlockX: number, BaseBlockY: number, SizeX: number, SizeY: number, NumSlices: number, NumMips: number, NumLayers: number, bPNGCompressed: boolean, bLongLatCubemap: boolean, CompressionFormat: UE.ETextureSourceCompressionFormat, bGuidIsHash: boolean, LayerColorInfo_LockProtected: TArray, Format: UE.ETextureSourceFormat, LayerFormat: TArray, Blocks: TArray, BlockDataOffsets: TArray);
Id: UE.Guid;
BaseBlockX: number;
BaseBlockY: number;
SizeX: number;
SizeY: number;
NumSlices: number;
NumMips: number;
NumLayers: number;
bPNGCompressed: boolean;
bLongLatCubemap: boolean;
CompressionFormat: UE.ETextureSourceCompressionFormat;
bGuidIsHash: boolean;
LayerColorInfo_LockProtected: TArray;
Format: UE.ETextureSourceFormat;
LayerFormat: TArray;
Blocks: TArray;
BlockDataOffsets: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TextureSource_0__: boolean;
}
enum ETextureLossyCompressionAmount { TLCA_Default, TLCA_None, TLCA_Lowest, TLCA_Low, TLCA_Medium, TLCA_High, TLCA_Highest, TLCA_MAX, __typeKeyDoNoAccess}
enum ETextureCompressionQuality { TCQ_Default, TCQ_Lowest, TCQ_Low, TCQ_Medium, TCQ_High, TCQ_Highest, TCQ_MAX, __typeKeyDoNoAccess}
enum ETexturePowerOfTwoSetting { None, PadToPowerOfTwo, PadToSquarePowerOfTwo, StretchToPowerOfTwo, StretchToSquarePowerOfTwo, ResizeToSpecificResolution, ETexturePowerOfTwoSetting_MAX, __typeKeyDoNoAccess}
enum TextureMipGenSettings { TMGS_FromTextureGroup, TMGS_SimpleAverage, TMGS_Sharpen0, TMGS_Sharpen1, TMGS_Sharpen2, TMGS_Sharpen3, TMGS_Sharpen4, TMGS_Sharpen5, TMGS_Sharpen6, TMGS_Sharpen7, TMGS_Sharpen8, TMGS_Sharpen9, TMGS_Sharpen10, TMGS_NoMipmaps, TMGS_LeaveExistingMips, TMGS_Blur1, TMGS_Blur2, TMGS_Blur3, TMGS_Blur4, TMGS_Blur5, TMGS_Unfiltered, TMGS_Angular, TMGS_MAX, __typeKeyDoNoAccess}
enum ECompositeTextureMode { CTM_Disabled, CTM_NormalRoughnessToRed, CTM_NormalRoughnessToGreen, CTM_NormalRoughnessToBlue, CTM_NormalRoughnessToAlpha, CTM_MAX, __typeKeyDoNoAccess}
enum TextureCompressionSettings { TC_Default, TC_Normalmap, TC_Masks, TC_Grayscale, TC_Displacementmap, TC_VectorDisplacementmap, TC_HDR, TC_EditorIcon, TC_Alpha, TC_DistanceFieldFont, TC_HDR_Compressed, TC_BC7, TC_HalfFloat, TC_LQ, TC_EncodedReflectionCapture, TC_SingleFloat, TC_HDR_F32, TC_MAX, __typeKeyDoNoAccess}
class TextureFormatSettings {
constructor();
constructor(CompressionSettings: UE.TextureCompressionSettings, CompressionNoAlpha: boolean, CompressionForceAlpha: boolean, CompressionNone: boolean, CompressionYCoCg: boolean, SRGB: boolean);
CompressionSettings: UE.TextureCompressionSettings;
CompressionNoAlpha: boolean;
CompressionForceAlpha: boolean;
CompressionNone: boolean;
CompressionYCoCg: boolean;
SRGB: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TextureFormatSettings_0__: boolean;
}
enum TextureFilter { TF_Nearest, TF_Bilinear, TF_Trilinear, TF_Default, TF_MAX, __typeKeyDoNoAccess}
enum ETextureMipLoadOptions { Default, AllMips, OnlyFirstMip, ETextureMipLoadOptions_MAX, __typeKeyDoNoAccess}
enum TextureCookPlatformTilingSettings { TCPTS_FromTextureGroup, TCPTS_Tile, TCPTS_DoNotTile, TCPTS_MAX, __typeKeyDoNoAccess}
enum TextureGroup { TEXTUREGROUP_World, TEXTUREGROUP_WorldNormalMap, TEXTUREGROUP_WorldSpecular, TEXTUREGROUP_Character, TEXTUREGROUP_CharacterNormalMap, TEXTUREGROUP_CharacterSpecular, TEXTUREGROUP_Weapon, TEXTUREGROUP_WeaponNormalMap, TEXTUREGROUP_WeaponSpecular, TEXTUREGROUP_Vehicle, TEXTUREGROUP_VehicleNormalMap, TEXTUREGROUP_VehicleSpecular, TEXTUREGROUP_Cinematic, TEXTUREGROUP_Effects, TEXTUREGROUP_EffectsNotFiltered, TEXTUREGROUP_Skybox, TEXTUREGROUP_UI, TEXTUREGROUP_Lightmap, TEXTUREGROUP_RenderTarget, TEXTUREGROUP_MobileFlattened, TEXTUREGROUP_ProcBuilding_Face, TEXTUREGROUP_ProcBuilding_LightMap, TEXTUREGROUP_Shadowmap, TEXTUREGROUP_ColorLookupTable, TEXTUREGROUP_Terrain_Heightmap, TEXTUREGROUP_Terrain_Weightmap, TEXTUREGROUP_Bokeh, TEXTUREGROUP_IESLightProfile, TEXTUREGROUP_Pixels2D, TEXTUREGROUP_HierarchicalLOD, TEXTUREGROUP_Impostor, TEXTUREGROUP_ImpostorNormalDepth, TEXTUREGROUP_8BitData, TEXTUREGROUP_16BitData, TEXTUREGROUP_Project01, TEXTUREGROUP_Project02, TEXTUREGROUP_Project03, TEXTUREGROUP_Project04, TEXTUREGROUP_Project05, TEXTUREGROUP_Project06, TEXTUREGROUP_Project07, TEXTUREGROUP_Project08, TEXTUREGROUP_Project09, TEXTUREGROUP_Project10, TEXTUREGROUP_Project11, TEXTUREGROUP_Project12, TEXTUREGROUP_Project13, TEXTUREGROUP_Project14, TEXTUREGROUP_Project15, TEXTUREGROUP_Project16, TEXTUREGROUP_Project17, TEXTUREGROUP_Project18, TEXTUREGROUP_Project19, TEXTUREGROUP_Project20, TEXTUREGROUP_Project21, TEXTUREGROUP_Project22, TEXTUREGROUP_Project23, TEXTUREGROUP_Project24, TEXTUREGROUP_Project25, TEXTUREGROUP_Project26, TEXTUREGROUP_Project27, TEXTUREGROUP_Project28, TEXTUREGROUP_Project29, TEXTUREGROUP_Project30, TEXTUREGROUP_Project31, TEXTUREGROUP_Project32, TEXTUREGROUP_MAX, __typeKeyDoNoAccess}
class PerPlatformFloat {
constructor();
constructor(Default: number, PerPlatform: TMap);
Default: number;
PerPlatform: TMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PerPlatformFloat_0__: boolean;
}
enum ETextureDownscaleOptions { Default, Unfiltered, SimpleAverage, Sharpen0, Sharpen1, Sharpen2, Sharpen3, Sharpen4, Sharpen5, Sharpen6, Sharpen7, Sharpen8, Sharpen9, Sharpen10, ETextureDownscaleOptions_MAX, __typeKeyDoNoAccess}
enum ETextureAvailability { GPU, CPU, ETextureAvailability_MAX, __typeKeyDoNoAccess}
enum ETextureSourceEncoding { TSE_None, TSE_Linear, TSE_sRGB, TSE_ST2084, TSE_Gamma22, TSE_BT1886, TSE_Gamma26, TSE_Cineon, TSE_REDLog, TSE_REDLog3G10, TSE_SLog1, TSE_SLog2, TSE_SLog3, TSE_AlexaV3LogC, TSE_CanonLog, TSE_ProTune, TSE_VLog, TSE_MAX, __typeKeyDoNoAccess}
enum ETextureColorSpace { TCS_None, TCS_sRGB, TCS_Rec2020, TCS_ACESAP0, TCS_ACESAP1, TCS_P3DCI, TCS_P3D65, TCS_REDWideGamut, TCS_SonySGamut3, TCS_SonySGamut3Cine, TCS_AlexaWideGamut, TCS_CanonCinemaGamut, TCS_GoProProtuneNative, TCS_PanasonicVGamut, TCS_Custom, TCS_MAX, __typeKeyDoNoAccess}
enum ETextureChromaticAdaptationMethod { TCAM_None, TCAM_Bradford, TCAM_CAT02, TCAM_MAX, __typeKeyDoNoAccess}
class TextureSourceColorSettings {
constructor();
constructor(EncodingOverride: UE.ETextureSourceEncoding, ColorSpace: UE.ETextureColorSpace, RedChromaticityCoordinate: UE.Vector2D, GreenChromaticityCoordinate: UE.Vector2D, BlueChromaticityCoordinate: UE.Vector2D, WhiteChromaticityCoordinate: UE.Vector2D, ChromaticAdaptationMethod: UE.ETextureChromaticAdaptationMethod);
EncodingOverride: UE.ETextureSourceEncoding;
ColorSpace: UE.ETextureColorSpace;
RedChromaticityCoordinate: UE.Vector2D;
GreenChromaticityCoordinate: UE.Vector2D;
BlueChromaticityCoordinate: UE.Vector2D;
WhiteChromaticityCoordinate: UE.Vector2D;
ChromaticAdaptationMethod: UE.ETextureChromaticAdaptationMethod;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TextureSourceColorSettings_0__: boolean;
}
class Field extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Field;
static Load(InName: string): Field;
__tid_Field_0__: boolean;
}
class Struct extends UE.Field {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
IsChildOf(p0: Struct) : boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Struct;
static Load(InName: string): Struct;
__tid_Struct_0__: boolean;
}
class Class extends UE.Struct {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Class;
static Load(InName: string): Class;
__tid_Class_0__: boolean;
}
class Texture extends UE.StreamableRenderAsset {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Source_EditorOnly: UE.TextureSource;
LightingGuid: UE.Guid;
SourceFilePath_EditorOnly: string;
AssetImportData_EditorOnly: UE.AssetImportData;
AdjustBrightness_EditorOnly: number;
AdjustBrightnessCurve_EditorOnly: number;
AdjustVibrance_EditorOnly: number;
AdjustSaturation_EditorOnly: number;
AdjustRGBCurve_EditorOnly: number;
AdjustHue_EditorOnly: number;
AdjustMinAlpha_EditorOnly: number;
AdjustMaxAlpha_EditorOnly: number;
CompressionNoAlpha_EditorOnly: boolean;
CompressionForceAlpha_EditorOnly: boolean;
CompressionNone_EditorOnly: boolean;
CompressFinal_EditorOnly: boolean;
DeferCompression_EditorOnly: boolean;
LossyCompressionAmount_EditorOnly: UE.ETextureLossyCompressionAmount;
OodleTextureSdkVersion_EditorOnly: string;
MaxTextureSize_EditorOnly: number;
CompressionQuality_EditorOnly: UE.ETextureCompressionQuality;
CompressionCacheId_EditorOnly: UE.Guid;
bDitherMipMapAlpha_EditorOnly: boolean;
bDoScaleMipsForAlphaCoverage_EditorOnly: boolean;
AlphaCoverageThresholds_EditorOnly: UE.Vector4;
bUseNewMipFilter_EditorOnly: boolean;
bPreserveBorder_EditorOnly: boolean;
bFlipGreenChannel_EditorOnly: boolean;
PowerOfTwoMode_EditorOnly: UE.ETexturePowerOfTwoSetting;
PaddingColor_EditorOnly: UE.Color;
bPadWithBorderColor_EditorOnly: boolean;
ResizeDuringBuildX_EditorOnly: number;
ResizeDuringBuildY_EditorOnly: number;
bChromaKeyTexture_EditorOnly: boolean;
ChromaKeyThreshold_EditorOnly: number;
ChromaKeyColor_EditorOnly: UE.Color;
MipGenSettings_EditorOnly: UE.TextureMipGenSettings;
CompositeTexture_EditorOnly: UE.Texture;
CompositeTextureMode_EditorOnly: UE.ECompositeTextureMode;
CompositePower_EditorOnly: number;
LayerFormatSettings_EditorOnly: TArray;
LevelIndex: number;
LODBias: number;
CompressionSettings: UE.TextureCompressionSettings;
Filter: UE.TextureFilter;
MipLoadOptions: UE.ETextureMipLoadOptions;
CookPlatformTilingSettings: UE.TextureCookPlatformTilingSettings;
bOodlePreserveExtremes: boolean;
LODGroup: UE.TextureGroup;
Downscale: UE.PerPlatformFloat;
DownscaleOptions: UE.ETextureDownscaleOptions;
Availability: UE.ETextureAvailability;
SRGB: boolean;
bNormalizeNormals_EditorOnly: boolean;
bUseLegacyGamma_EditorOnly: boolean;
SourceColorSettings_EditorOnly: UE.TextureSourceColorSettings;
bNoTiling: boolean;
VirtualTextureStreaming: boolean;
CompressionYCoCg: boolean;
bNotOfflineProcessed: boolean;
bAsyncResourceReleaseHasBeenStarted: boolean;
AssetUserData: TArray;
/*
*Creates and adds an instance of the provided AssetUserData class to the target asset.
*
*@param InUserDataClass UAssetUserData sub class to create
*
*@return Whether or not an instance of InUserDataClass was succesfully added
*/
AddAssetUserDataOfClass(InUserDataClass: $Nullable) : boolean;
/*
*This function is used to control access to the Downscale and DownscaleOptions properties from the Texture Editor UI
*in order to make it more clear to the user whether these properties will or will not be used when building the texture.
*/
AreDownscalePropertiesEditable() : boolean;
/*
*Gets the memory size of the texture, in bytes.
*This is the size in GPU memory of the built platformdata, accounting for LODBias, etc.
*Returns zero for error.
*/
Blueprint_GetMemorySize() : bigint;
/*
*Gets the memory size of the texture source top mip, in bytes, and the size on disk of the asset, which may be compressed.
*Uses texture source, not available in runtime games.
*Does not cause texture source to be loaded, queries cached values.
*Returns zero for error.
*/
Blueprint_GetTextureSourceDiskAndMemorySize(OutDiskSize: $Ref, OutMemorySize: $Ref) : void;
/*
*Return the ID for the texture source.
*If the source isn't valid or editor data isn't available, returns false.
*/
Blueprint_GetTextureSourceIdString(OutTextureSourceId: $Ref) : boolean;
/*
*Scan the texture source pixels to compute the min & max values of the RGBA channels.
*Uses texture source, not available in runtime games.
*Causes texture source data to be loaded, is computed by scanning pixels when called.
*Will set Min=Max=zero and return false on failure
*/
ComputeTextureSourceChannelMinMax(OutColorMin: $Ref, OutColorMax: $Ref) : boolean;
/*
*Returns an instance of the provided AssetUserData class if it's contained in the target asset.
*
*@param InUserDataClass UAssetUserData sub class to get
*
*@return The instance of the UAssetUserData class contained, or null if it doesn't exist
*/
GetAssetUserDataOfClass(InUserDataClass: $Nullable) : UE.AssetUserData;
/*
*Checks whether or not an instance of the provided AssetUserData class is contained.
*
*@param InUserDataClass UAssetUserData sub class to check for
*
*@return Whether or not an instance of InUserDataClass was found
*/
HasAssetUserDataOfClass(InUserDataClass: $Nullable) : boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Texture;
static Load(InName: string): Texture;
__tid_Texture_0__: boolean;
}
enum TextureAddress { TA_Wrap, TA_Clamp, TA_Mirror, TA_MAX, __typeKeyDoNoAccess}
class SharedImageConstRefBlueprint {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SharedImageConstRefBlueprint_0__: boolean;
}
class Texture2D extends UE.Texture {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
FirstResourceMemMip: number;
bTemporarilyDisableStreaming: boolean;
bHasBeenPaintedInEditor_EditorOnly: boolean;
AddressX: UE.TextureAddress;
AddressY: UE.TextureAddress;
ImportedSize: UE.IntPoint;
CPUCopyTexture_EditorOnly: UE.Texture2D;
Blueprint_GetCPUCopy() : UE.SharedImageConstRefBlueprint;
/*
*Gets the X size of the texture, in pixels
*/
Blueprint_GetSizeX() : number;
/*
*Gets the Y size of the texture, in pixels
*/
Blueprint_GetSizeY() : number;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Texture2D;
static Load(InName: string): Texture2D;
__tid_Texture2D_0__: boolean;
}
class SpriteCategoryInfo {
constructor();
constructor(Category: string, DisplayName: string, Description: string);
Category: string;
DisplayName: string;
Description: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SpriteCategoryInfo_0__: boolean;
}
class BillboardComponent extends UE.PrimitiveComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Sprite: UE.Texture2D;
bIsScreenSizeScaled: boolean;
ScreenSize: number;
U: number;
UL: number;
V: number;
VL: number;
OpacityMaskRefVal: number;
SpriteCategoryName_EditorOnly: string;
SpriteInfo_EditorOnly: UE.SpriteCategoryInfo;
bUseInEditorScaling_EditorOnly: boolean;
bShowLockedLocation_EditorOnly: boolean;
/*
*Changed the opacity masked used by this component
*/
SetOpacityMaskRefVal(RefVal: number) : void;
/*
*Change the sprite texture used by this component
*/
SetSprite(NewSprite: $Nullable) : void;
/*
*Change the sprite texture and the UV's used by this component
*/
SetSpriteAndUV(NewSprite: $Nullable, NewU: number, NewUL: number, NewV: number, NewVL: number) : void;
/*
*Change the sprite's UVs
*/
SetUV(NewU: number, NewUL: number, NewV: number, NewVL: number) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BillboardComponent;
static Load(InName: string): BillboardComponent;
__tid_BillboardComponent_0__: boolean;
}
class Info extends UE.Actor {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
SpriteComponent_EditorOnly: UE.BillboardComponent;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Info;
static Load(InName: string): Info;
__tid_Info_0__: boolean;
}
class UniqueNetIdWrapper {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_UniqueNetIdWrapper_0__: boolean;
}
class UniqueNetIdRepl extends UE.UniqueNetIdWrapper {
constructor();
constructor(ReplicationBytes: TArray);
ReplicationBytes: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_UniqueNetIdRepl_0__: boolean;
}
enum EAutoPossessAI { Disabled, PlacedInWorld, Spawned, PlacedInWorldOrSpawned, EAutoPossessAI_MAX, __typeKeyDoNoAccess}
class PlatformUserId {
constructor();
constructor(InternalId: number);
InternalId: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PlatformUserId_0__: boolean;
}
enum EPlaneConstraintAxisSetting { Custom, X, Y, Z, UseGlobalPhysicsSetting, EPlaneConstraintAxisSetting_MAX, __typeKeyDoNoAccess}
enum EBrushType { Brush_Default, Brush_Add, Brush_Subtract, Brush_MAX, __typeKeyDoNoAccess}
class Model extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Model;
static Load(InName: string): Model;
__tid_Model_0__: boolean;
}
enum EPhysicsType { PhysType_Default, PhysType_Kinematic, PhysType_Simulated, PhysType_MAX, __typeKeyDoNoAccess}
enum ECollisionTraceFlag { CTF_UseDefault, CTF_UseSimpleAndComplex, CTF_UseSimpleAsComplex, CTF_UseComplexAsSimple, CTF_MAX, __typeKeyDoNoAccess}
enum EBodyCollisionResponse { BodyCollision_Enabled, BodyCollision_Disabled, BodyCollision_MAX, __typeKeyDoNoAccess}
class BodySetupCore extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
BoneName: string;
PhysicsType: UE.EPhysicsType;
CollisionTraceFlag: UE.ECollisionTraceFlag;
CollisionReponse: UE.EBodyCollisionResponse;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BodySetupCore;
static Load(InName: string): BodySetupCore;
__tid_BodySetupCore_0__: boolean;
}
enum ECollisionEnabled { NoCollision, QueryOnly, PhysicsOnly, QueryAndPhysics, ProbeOnly, QueryAndProbe, ECollisionEnabled_MAX, __typeKeyDoNoAccess}
class KShapeElem {
constructor();
constructor(RestOffset: number, bIsGenerated: boolean, Name: string, bContributeToMass: boolean, CollisionEnabled: UE.ECollisionEnabled);
RestOffset: number;
bIsGenerated: boolean;
Name: string;
bContributeToMass: boolean;
CollisionEnabled: UE.ECollisionEnabled;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KShapeElem_0__: boolean;
}
class KSphereElem extends UE.KShapeElem {
constructor();
constructor(TM: UE.Matrix, Center: UE.Vector, Radius: number);
TM: UE.Matrix;
Center: UE.Vector;
Radius: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KSphereElem_0__: boolean;
}
class KBoxElem extends UE.KShapeElem {
constructor();
constructor(TM: UE.Matrix, Orientation: UE.Quat, Center: UE.Vector, Rotation: UE.Rotator, X: number, Y: number, Z: number);
TM: UE.Matrix;
Orientation: UE.Quat;
Center: UE.Vector;
Rotation: UE.Rotator;
X: number;
Y: number;
Z: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KBoxElem_0__: boolean;
}
class KSphylElem extends UE.KShapeElem {
constructor();
constructor(TM: UE.Matrix, Orientation: UE.Quat, Center: UE.Vector, Rotation: UE.Rotator, Radius: number, Length: number);
TM: UE.Matrix;
Orientation: UE.Quat;
Center: UE.Vector;
Rotation: UE.Rotator;
Radius: number;
Length: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KSphylElem_0__: boolean;
}
class Box {
constructor();
constructor(Min: UE.Vector, Max: UE.Vector, IsValid: boolean);
Min: UE.Vector;
Max: UE.Vector;
IsValid: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Box_0__: boolean;
}
class KConvexElem extends UE.KShapeElem {
constructor();
constructor(VertexData: TArray, IndexData: TArray, ElemBox: UE.Box, Transform: UE.Transform);
VertexData: TArray;
IndexData: TArray;
ElemBox: UE.Box;
Transform: UE.Transform;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KConvexElem_0__: boolean;
}
class KTaperedCapsuleElem extends UE.KShapeElem {
constructor();
constructor(Center: UE.Vector, Rotation: UE.Rotator, Radius0: number, Radius1: number, Length: number);
Center: UE.Vector;
Rotation: UE.Rotator;
Radius0: number;
Radius1: number;
Length: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KTaperedCapsuleElem_0__: boolean;
}
class KLevelSetElem extends UE.KShapeElem {
constructor();
constructor(Transform: UE.Transform);
Transform: UE.Transform;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KLevelSetElem_0__: boolean;
}
class KSkinnedLevelSetElem extends UE.KShapeElem {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KSkinnedLevelSetElem_0__: boolean;
}
class KAggregateGeom {
constructor();
constructor(SphereElems: TArray, BoxElems: TArray, SphylElems: TArray, ConvexElems: TArray, TaperedCapsuleElems: TArray, LevelSetElems: TArray, SkinnedLevelSetElems: TArray);
SphereElems: TArray;
BoxElems: TArray;
SphylElems: TArray;
ConvexElems: TArray;
TaperedCapsuleElems: TArray;
LevelSetElems: TArray;
SkinnedLevelSetElems: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KAggregateGeom_0__: boolean;
}
enum EFrictionCombineMode { Average, Min, Multiply, Max, EFrictionCombineMode_MAX, __typeKeyDoNoAccess}
class PhysicalMaterialPropertyBase extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicalMaterialPropertyBase;
static Load(InName: string): PhysicalMaterialPropertyBase;
__tid_PhysicalMaterialPropertyBase_0__: boolean;
}
enum EPhysicalSurface { SurfaceType_Default, SurfaceType1, SurfaceType2, SurfaceType3, SurfaceType4, SurfaceType5, SurfaceType6, SurfaceType7, SurfaceType8, SurfaceType9, SurfaceType10, SurfaceType11, SurfaceType12, SurfaceType13, SurfaceType14, SurfaceType15, SurfaceType16, SurfaceType17, SurfaceType18, SurfaceType19, SurfaceType20, SurfaceType21, SurfaceType22, SurfaceType23, SurfaceType24, SurfaceType25, SurfaceType26, SurfaceType27, SurfaceType28, SurfaceType29, SurfaceType30, SurfaceType31, SurfaceType32, SurfaceType33, SurfaceType34, SurfaceType35, SurfaceType36, SurfaceType37, SurfaceType38, SurfaceType39, SurfaceType40, SurfaceType41, SurfaceType42, SurfaceType43, SurfaceType44, SurfaceType45, SurfaceType46, SurfaceType47, SurfaceType48, SurfaceType49, SurfaceType50, SurfaceType51, SurfaceType52, SurfaceType53, SurfaceType54, SurfaceType55, SurfaceType56, SurfaceType57, SurfaceType58, SurfaceType59, SurfaceType60, SurfaceType61, SurfaceType62, SurfaceType_Max, EPhysicalSurface_MAX, __typeKeyDoNoAccess}
class PhysicalMaterialStrength {
constructor();
constructor(TensileStrength: number, CompressionStrength: number, ShearStrength: number);
TensileStrength: number;
CompressionStrength: number;
ShearStrength: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PhysicalMaterialStrength_0__: boolean;
}
class PhysicalMaterialDamageModifier {
constructor();
constructor(DamageThresholdMultiplier: number);
DamageThresholdMultiplier: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PhysicalMaterialDamageModifier_0__: boolean;
}
enum EPhysicalMaterialSoftCollisionMode { None, RelativeThickness, AbsoluteThickess, EPhysicalMaterialSoftCollisionMode_MAX, __typeKeyDoNoAccess}
class PhysicalMaterial extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Friction: number;
StaticFriction: number;
FrictionCombineMode: UE.EFrictionCombineMode;
bOverrideFrictionCombineMode: boolean;
Restitution: number;
RestitutionCombineMode: UE.EFrictionCombineMode;
bOverrideRestitutionCombineMode: boolean;
Density: number;
SleepLinearVelocityThreshold: number;
SleepAngularVelocityThreshold: number;
SleepCounterThreshold: number;
RaiseMassToPower: number;
DestructibleDamageThresholdScale: number;
PhysicalMaterialProperty: UE.PhysicalMaterialPropertyBase;
SurfaceType: UE.EPhysicalSurface;
Strength: UE.PhysicalMaterialStrength;
DamageModifier: UE.PhysicalMaterialDamageModifier;
bShowExperimentalProperties: boolean;
SoftCollisionMode: UE.EPhysicalMaterialSoftCollisionMode;
SoftCollisionThickness: number;
BaseFrictionImpulse: number;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicalMaterial;
static Load(InName: string): PhysicalMaterial;
__tid_PhysicalMaterial_0__: boolean;
}
enum EWalkableSlopeBehavior { WalkableSlope_Default, WalkableSlope_Increase, WalkableSlope_Decrease, WalkableSlope_Unwalkable, WalkableSlope_Max, WalkableSlope_MAX, __typeKeyDoNoAccess}
class WalkableSlopeOverride {
constructor();
constructor(WalkableSlopeBehavior: UE.EWalkableSlopeBehavior, WalkableSlopeAngle: number);
WalkableSlopeBehavior: UE.EWalkableSlopeBehavior;
WalkableSlopeAngle: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_WalkableSlopeOverride_0__: boolean;
}
class BodyInstanceCore {
constructor();
constructor(bSimulatePhysics: boolean, bOverrideMass: boolean, bEnableGravity: boolean, bUpdateKinematicFromSimulation: boolean, bAutoWeld: boolean, bStartAwake: boolean, bGenerateWakeEvents: boolean, bUpdateMassWhenScaleChanges: boolean);
bSimulatePhysics: boolean;
bOverrideMass: boolean;
bEnableGravity: boolean;
bUpdateKinematicFromSimulation: boolean;
bAutoWeld: boolean;
bStartAwake: boolean;
bGenerateWakeEvents: boolean;
bUpdateMassWhenScaleChanges: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BodyInstanceCore_0__: boolean;
}
enum ECollisionChannel { ECC_WorldStatic, ECC_WorldDynamic, ECC_Pawn, ECC_Visibility, ECC_Camera, ECC_PhysicsBody, ECC_Vehicle, ECC_Destructible, ECC_EngineTraceChannel1, ECC_EngineTraceChannel2, ECC_EngineTraceChannel3, ECC_EngineTraceChannel4, ECC_EngineTraceChannel5, ECC_EngineTraceChannel6, ECC_GameTraceChannel1, ECC_GameTraceChannel2, ECC_GameTraceChannel3, ECC_GameTraceChannel4, ECC_GameTraceChannel5, ECC_GameTraceChannel6, ECC_GameTraceChannel7, ECC_GameTraceChannel8, ECC_GameTraceChannel9, ECC_GameTraceChannel10, ECC_GameTraceChannel11, ECC_GameTraceChannel12, ECC_GameTraceChannel13, ECC_GameTraceChannel14, ECC_GameTraceChannel15, ECC_GameTraceChannel16, ECC_GameTraceChannel17, ECC_GameTraceChannel18, ECC_OverlapAll_Deprecated, ECC_MAX, __typeKeyDoNoAccess}
enum ESleepFamily { Normal, Sensitive, Custom, ESleepFamily_MAX, __typeKeyDoNoAccess}
enum EDOFMode { Default, SixDOF, YZPlane, XZPlane, XYPlane, CustomPlane, None, EDOFMode_MAX, __typeKeyDoNoAccess}
enum ECollisionResponse { ECR_Ignore, ECR_Overlap, ECR_Block, ECR_MAX, __typeKeyDoNoAccess}
class CollisionResponseContainer {
constructor();
constructor(WorldStatic: UE.ECollisionResponse, WorldDynamic: UE.ECollisionResponse, Pawn: UE.ECollisionResponse, Visibility: UE.ECollisionResponse, Camera: UE.ECollisionResponse, PhysicsBody: UE.ECollisionResponse, Vehicle: UE.ECollisionResponse, Destructible: UE.ECollisionResponse, EngineTraceChannel1: UE.ECollisionResponse, EngineTraceChannel2: UE.ECollisionResponse, EngineTraceChannel3: UE.ECollisionResponse, EngineTraceChannel4: UE.ECollisionResponse, EngineTraceChannel5: UE.ECollisionResponse, EngineTraceChannel6: UE.ECollisionResponse, GameTraceChannel1: UE.ECollisionResponse, GameTraceChannel2: UE.ECollisionResponse, GameTraceChannel3: UE.ECollisionResponse, GameTraceChannel4: UE.ECollisionResponse, GameTraceChannel5: UE.ECollisionResponse, GameTraceChannel6: UE.ECollisionResponse, GameTraceChannel7: UE.ECollisionResponse, GameTraceChannel8: UE.ECollisionResponse, GameTraceChannel9: UE.ECollisionResponse, GameTraceChannel10: UE.ECollisionResponse, GameTraceChannel11: UE.ECollisionResponse, GameTraceChannel12: UE.ECollisionResponse, GameTraceChannel13: UE.ECollisionResponse, GameTraceChannel14: UE.ECollisionResponse, GameTraceChannel15: UE.ECollisionResponse, GameTraceChannel16: UE.ECollisionResponse, GameTraceChannel17: UE.ECollisionResponse, GameTraceChannel18: UE.ECollisionResponse);
WorldStatic: UE.ECollisionResponse;
WorldDynamic: UE.ECollisionResponse;
Pawn: UE.ECollisionResponse;
Visibility: UE.ECollisionResponse;
Camera: UE.ECollisionResponse;
PhysicsBody: UE.ECollisionResponse;
Vehicle: UE.ECollisionResponse;
Destructible: UE.ECollisionResponse;
EngineTraceChannel1: UE.ECollisionResponse;
EngineTraceChannel2: UE.ECollisionResponse;
EngineTraceChannel3: UE.ECollisionResponse;
EngineTraceChannel4: UE.ECollisionResponse;
EngineTraceChannel5: UE.ECollisionResponse;
EngineTraceChannel6: UE.ECollisionResponse;
GameTraceChannel1: UE.ECollisionResponse;
GameTraceChannel2: UE.ECollisionResponse;
GameTraceChannel3: UE.ECollisionResponse;
GameTraceChannel4: UE.ECollisionResponse;
GameTraceChannel5: UE.ECollisionResponse;
GameTraceChannel6: UE.ECollisionResponse;
GameTraceChannel7: UE.ECollisionResponse;
GameTraceChannel8: UE.ECollisionResponse;
GameTraceChannel9: UE.ECollisionResponse;
GameTraceChannel10: UE.ECollisionResponse;
GameTraceChannel11: UE.ECollisionResponse;
GameTraceChannel12: UE.ECollisionResponse;
GameTraceChannel13: UE.ECollisionResponse;
GameTraceChannel14: UE.ECollisionResponse;
GameTraceChannel15: UE.ECollisionResponse;
GameTraceChannel16: UE.ECollisionResponse;
GameTraceChannel17: UE.ECollisionResponse;
GameTraceChannel18: UE.ECollisionResponse;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_CollisionResponseContainer_0__: boolean;
}
class ResponseChannel {
constructor();
constructor(Channel: string, Response: UE.ECollisionResponse);
Channel: string;
Response: UE.ECollisionResponse;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ResponseChannel_0__: boolean;
}
class CollisionResponse {
constructor();
constructor(ResponseToChannels: UE.CollisionResponseContainer, ResponseArray: TArray);
ResponseToChannels: UE.CollisionResponseContainer;
ResponseArray: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_CollisionResponse_0__: boolean;
}
class BodyInstance extends UE.BodyInstanceCore {
constructor();
constructor(PositionSolverIterationCount: number, VelocitySolverIterationCount: number, ProjectionSolverIterationCount: number, ObjectType: UE.ECollisionChannel, CollisionEnabled: UE.ECollisionEnabled, SleepFamily: UE.ESleepFamily, DOFMode: UE.EDOFMode, bUseCCD: boolean, bUseMACD: boolean, bIgnoreAnalyticCollisions: boolean, bNotifyRigidBodyCollision: boolean, bSmoothEdgeCollisions: boolean, bLockTranslation: boolean, bLockRotation: boolean, bLockXTranslation: boolean, bLockYTranslation: boolean, bLockZTranslation: boolean, bLockXRotation: boolean, bLockYRotation: boolean, bLockZRotation: boolean, bOverrideMaxAngularVelocity: boolean, bOverrideMaxDepenetrationVelocity: boolean, bOverrideWalkableSlopeOnInstance: boolean, bInterpolateWhenSubStepping: boolean, bInertiaConditioning: boolean, bOneWayInteraction: boolean, bOverrideSolverAsyncDeltaTime: boolean, SolverAsyncDeltaTime: number, CollisionProfileName: string, ResponseToChannels: UE.CollisionResponseContainer, CollisionResponses: UE.CollisionResponse, MaxDepenetrationVelocity: number, MassInKgOverride: number, LinearDamping: number, AngularDamping: number, CustomDOFPlaneNormal: UE.Vector, COMNudge: UE.Vector, MassScale: number, GravityGroupIndex: number, InertiaTensorScale: UE.Vector, WalkableSlopeOverride: UE.WalkableSlopeOverride, PhysMaterialOverride: UE.PhysicalMaterial, MaxAngularVelocity: number, CustomSleepThresholdMultiplier: number, StabilizationThresholdMultiplier: number, PhysicsBlendWeight: number);
PositionSolverIterationCount: number;
VelocitySolverIterationCount: number;
ProjectionSolverIterationCount: number;
ObjectType: UE.ECollisionChannel;
CollisionEnabled: UE.ECollisionEnabled;
SleepFamily: UE.ESleepFamily;
DOFMode: UE.EDOFMode;
bUseCCD: boolean;
bUseMACD: boolean;
bIgnoreAnalyticCollisions: boolean;
bNotifyRigidBodyCollision: boolean;
bSmoothEdgeCollisions: boolean;
bLockTranslation: boolean;
bLockRotation: boolean;
bLockXTranslation: boolean;
bLockYTranslation: boolean;
bLockZTranslation: boolean;
bLockXRotation: boolean;
bLockYRotation: boolean;
bLockZRotation: boolean;
bOverrideMaxAngularVelocity: boolean;
bOverrideMaxDepenetrationVelocity: boolean;
bOverrideWalkableSlopeOnInstance: boolean;
bInterpolateWhenSubStepping: boolean;
bInertiaConditioning: boolean;
bOneWayInteraction: boolean;
bOverrideSolverAsyncDeltaTime: boolean;
SolverAsyncDeltaTime: number;
CollisionProfileName: string;
ResponseToChannels: UE.CollisionResponseContainer;
CollisionResponses: UE.CollisionResponse;
MaxDepenetrationVelocity: number;
MassInKgOverride: number;
LinearDamping: number;
AngularDamping: number;
CustomDOFPlaneNormal: UE.Vector;
COMNudge: UE.Vector;
MassScale: number;
GravityGroupIndex: number;
InertiaTensorScale: UE.Vector;
WalkableSlopeOverride: UE.WalkableSlopeOverride;
PhysMaterialOverride: UE.PhysicalMaterial;
MaxAngularVelocity: number;
CustomSleepThresholdMultiplier: number;
StabilizationThresholdMultiplier: number;
PhysicsBlendWeight: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BodyInstance_0__: boolean;
}
class BodySetup extends UE.BodySetupCore {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
AggGeom: UE.KAggregateGeom;
bAlwaysFullAnimWeight: boolean;
bConsiderForBounds: boolean;
bMeshCollideAll: boolean;
bDoubleSidedGeometry: boolean;
bGenerateNonMirroredCollision: boolean;
bSharedCookedData: boolean;
bGenerateMirroredCollision: boolean;
bSupportUVsAndFaceRemap: boolean;
bNeverNeedsCookedCollisionData: boolean;
PhysMaterial: UE.PhysicalMaterial;
WalkableSlopeOverride: UE.WalkableSlopeOverride;
BuildScale_EditorOnly: number;
DefaultInstance: UE.BodyInstance;
BuildScale3D: UE.Vector;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BodySetup;
static Load(InName: string): BodySetup;
__tid_BodySetup_0__: boolean;
}
class BrushComponent extends UE.PrimitiveComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Brush: UE.Model;
BrushBodySetup: UE.BodySetup;
PrePivot_EditorOnly: UE.Vector;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BrushComponent;
static Load(InName: string): BrushComponent;
__tid_BrushComponent_0__: boolean;
}
class BuilderPoly {
constructor();
constructor(VertexIndices: TArray, Direction: number, ItemName: string, PolyFlags: number);
VertexIndices: TArray;
Direction: number;
ItemName: string;
PolyFlags: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BuilderPoly_0__: boolean;
}
class BrushBuilder extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
BitmapFilename: string;
ToolTip: string;
NotifyBadParams: boolean;
Vertices: TArray;
Polys: TArray;
Layer: string;
MergeCoplanars: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): BrushBuilder;
static Load(InName: string): BrushBuilder;
__tid_BrushBuilder_0__: boolean;
}
class GeomSelection {
constructor();
constructor(Type: number, Index: number, SelectionIndex: number);
Type: number;
Index: number;
SelectionIndex: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_GeomSelection_0__: boolean;
}
class Brush extends UE.Actor {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
BrushType: UE.EBrushType;
BrushColor: UE.Color;
PolyFlags: number;
bColored: boolean;
bSolidWhenSelected: boolean;
bPlaceableFromClassBrowser: boolean;
bNotForClientOrServer: boolean;
Brush: UE.Model;
BrushComponent: UE.BrushComponent;
BrushBuilder_EditorOnly: UE.BrushBuilder;
bDisplayShadedVolume_EditorOnly: boolean;
ShadedVolumeOpacityValue_EditorOnly: number;
bInManipulation: boolean;
SavedSelections: TArray;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Brush;
static Load(InName: string): Brush;
__tid_Brush_0__: boolean;
}
class Volume extends UE.Brush {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Volume;
static Load(InName: string): Volume;
__tid_Volume_0__: boolean;
}
class PhysicsVolume extends UE.Volume {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
TerminalVelocity: number;
Priority: number;
FluidFriction: number;
bWaterVolume: boolean;
bPhysicsOnContact: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicsVolume;
static Load(InName: string): PhysicsVolume;
__tid_PhysicsVolume_0__: boolean;
}
class Vector_NetQuantize extends UE.Vector {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector_NetQuantize_0__: boolean;
}
class Vector_NetQuantizeNormal extends UE.Vector {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector_NetQuantizeNormal_0__: boolean;
}
class ActorInstanceHandle {
constructor();
constructor(ReferenceObject: TWeakObjectPtr);
ReferenceObject: TWeakObjectPtr;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ActorInstanceHandle_0__: boolean;
}
class HitResult {
FaceIndex: number;
Time: number;
Distance: number;
Location: UE.Vector_NetQuantize;
ImpactPoint: UE.Vector_NetQuantize;
Normal: UE.Vector_NetQuantizeNormal;
ImpactNormal: UE.Vector_NetQuantizeNormal;
TraceStart: UE.Vector_NetQuantize;
TraceEnd: UE.Vector_NetQuantize;
PenetrationDepth: number;
MyItem: number;
Item: number;
ElementIndex: number;
bBlockingHit: boolean;
bStartPenetrating: boolean;
PhysMaterial: TWeakObjectPtr;
HitObjectHandle: UE.ActorInstanceHandle;
Component: TWeakObjectPtr;
BoneName: string;
MyBoneName: string;
GetActor() : Actor;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_HitResult_0__: boolean;
}
class MovementComponent extends UE.ActorComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
UpdatedComponent: UE.SceneComponent;
UpdatedPrimitive: UE.PrimitiveComponent;
Velocity: UE.Vector;
PlaneConstraintNormal: UE.Vector;
PlaneConstraintOrigin: UE.Vector;
bUpdateOnlyIfRendered: boolean;
bAutoUpdateTickRegistration: boolean;
bTickBeforeOwner: boolean;
bAutoRegisterUpdatedComponent: boolean;
bConstrainToPlane: boolean;
bSnapToPlaneAtStart: boolean;
bAutoRegisterPhysicsVolumeUpdates: boolean;
bComponentShouldUpdatePhysicsVolume: boolean;
PlaneConstraintAxisSetting: UE.EPlaneConstraintAxisSetting;
/*
*Constrain a direction vector to the plane constraint, if enabled.
*@see SetPlaneConstraint
*/
ConstrainDirectionToPlane(Direction: UE.Vector) : UE.Vector;
/*
*Constrain a position vector to the plane constraint, if enabled.
*/
ConstrainLocationToPlane(Location: UE.Vector) : UE.Vector;
/*
*Constrain a normal vector (of unit length) to the plane constraint, if enabled.
*/
ConstrainNormalToPlane(Normal: UE.Vector) : UE.Vector;
/*
*Returns gravity that affects this component
*/
GetGravityZ() : number;
/*
*Returns maximum speed of component in current movement mode.
*/
GetMaxSpeed() : number;
/*
*Returns the PhysicsVolume this MovementComponent is using, or the world's default physics volume if none. *
*/
GetPhysicsVolume() : UE.PhysicsVolume;
/*
*Get the plane constraint axis setting.
*/
GetPlaneConstraintAxisSetting() : UE.EPlaneConstraintAxisSetting;
/*
*Returns the normal of the plane that constrains movement, enforced if the plane constraint is enabled.
*/
GetPlaneConstraintNormal() : UE.Vector;
/*
*Get the plane constraint origin. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane().
*@return The origin of the plane that constrains movement, if the plane constraint is enabled.
*/
GetPlaneConstraintOrigin() : UE.Vector;
/*
*Returns true if the current velocity is exceeding the given max speed (usually the result of GetMaxSpeed()), within a small error tolerance.
*Note that under normal circumstances updates cause by acceleration will not cause this to be true, however external forces or changes in the max speed limit
*can cause the max speed to be violated.
*/
IsExceedingMaxSpeed(MaxSpeed: number) : boolean;
/*
*Moves our UpdatedComponent by the given Delta, and sets rotation to NewRotation.
*Respects the plane constraint, if enabled.
*@return True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit.
*/
K2_MoveUpdatedComponent(Delta: UE.Vector, NewRotation: UE.Rotator, OutHit: $Ref, bSweep?: boolean /* = true */, bTeleport?: boolean /* = false */) : boolean;
/*
*Delegate when PhysicsVolume of UpdatedComponent has been changed *
*/
PhysicsVolumeChanged(NewVolume: $Nullable) : void;
/*
*Set the plane constraint axis setting.
*Changing this setting will modify the current value of PlaneConstraintNormal.
*
*@param NewAxisSetting New plane constraint axis setting.
*/
SetPlaneConstraintAxisSetting(NewAxisSetting: UE.EPlaneConstraintAxisSetting) : void;
/*
*Sets whether or not the plane constraint is enabled.
*/
SetPlaneConstraintEnabled(bEnabled: boolean) : void;
/*
*Uses the Forward and Up vectors to compute the plane that constrains movement, enforced if the plane constraint is enabled.
*/
SetPlaneConstraintFromVectors(Forward: UE.Vector, Up: UE.Vector) : void;
/*
*Sets the normal of the plane that constrains movement, enforced if the plane constraint is enabled.
*Changing the normal automatically sets PlaneConstraintAxisSetting to "Custom".
*
*@param PlaneNormal The normal of the plane. If non-zero in length, it will be normalized.
*/
SetPlaneConstraintNormal(PlaneNormal: UE.Vector) : void;
/*
*Sets the origin of the plane that constrains movement, enforced if the plane constraint is enabled.
*/
SetPlaneConstraintOrigin(PlaneOrigin: UE.Vector) : void;
/*
*Assign the component we move and update.
*/
SetUpdatedComponent(NewUpdatedComponent: $Nullable) : void;
/*
*Snap the updated component to the plane constraint, if enabled.
*/
SnapUpdatedComponentToPlane() : void;
/*
*Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration).
*/
StopMovementImmediately() : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MovementComponent;
static Load(InName: string): MovementComponent;
__tid_MovementComponent_0__: boolean;
}
class NavMovementProperties {
constructor();
constructor(FixedPathBrakingDistance: number, bUpdateNavAgentWithOwnersCollision: boolean, bUseAccelerationForPaths: boolean, bUseFixedBrakingDistanceForPaths: boolean, bStopMovementAbortPaths: boolean);
FixedPathBrakingDistance: number;
bUpdateNavAgentWithOwnersCollision: boolean;
bUseAccelerationForPaths: boolean;
bUseFixedBrakingDistanceForPaths: boolean;
bStopMovementAbortPaths: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_NavMovementProperties_0__: boolean;
}
class MovementProperties {
constructor();
constructor(bCanCrouch: boolean, bCanJump: boolean, bCanWalk: boolean, bCanSwim: boolean, bCanFly: boolean);
bCanCrouch: boolean;
bCanJump: boolean;
bCanWalk: boolean;
bCanSwim: boolean;
bCanFly: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MovementProperties_0__: boolean;
}
class TopLevelAssetPath {
constructor();
constructor(PackageName: string, AssetName: string);
PackageName: string;
AssetName: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TopLevelAssetPath_0__: boolean;
}
class SoftObjectPath {
constructor();
constructor(AssetPath: UE.TopLevelAssetPath, SubPathString: string);
AssetPath: UE.TopLevelAssetPath;
SubPathString: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SoftObjectPath_0__: boolean;
}
class SoftClassPath extends UE.SoftObjectPath {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SoftClassPath_0__: boolean;
}
class NavAgentProperties extends UE.MovementProperties {
constructor();
constructor(AgentRadius: number, AgentHeight: number, AgentStepHeight: number, NavWalkingSearchHeightScale: number, PreferredNavData: UE.SoftClassPath);
AgentRadius: number;
AgentHeight: number;
AgentStepHeight: number;
NavWalkingSearchHeightScale: number;
PreferredNavData: UE.SoftClassPath;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_NavAgentProperties_0__: boolean;
}
class NavMovementComponent extends UE.MovementComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
FixedPathBrakingDistance: number;
bUpdateNavAgentWithOwnersCollision: boolean;
bUseAccelerationForPaths: boolean;
bUseFixedBrakingDistanceForPaths: boolean;
NavMovementProperties: UE.NavMovementProperties;
NavAgentProps: UE.NavAgentProperties;
MovementState: UE.MovementProperties;
PathFollowingComp: UE.Object;
/*
*Get maximum movement speed of the agent
*/
GetMaxSpeedForNavMovement() : number;
/*
*Get the current velocity of the movement component
*/
GetVelocityForNavMovement() : UE.Vector;
/*
*Returns true if currently crouching
*/
IsCrouching() : boolean;
/*
*Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)
*/
IsFalling() : boolean;
/*
*Returns true if currently flying (moving through a non-fluid volume without resting on the ground)
*/
IsFlying() : boolean;
/*
*Returns true if currently moving on the ground (e.g. walking or driving)
*/
IsMovingOnGround() : boolean;
/*
*Returns true if currently swimming (moving through a fluid volume)
*/
IsSwimming() : boolean;
/*
*path following: request movement through a velocity directly
*/
RequestDirectMove(MoveVelocity: UE.Vector, bForceMaxSpeed: boolean) : void;
/*
*path following: request movement through a new move input (normal vector = full strength)
*/
RequestPathMove(MoveInput: UE.Vector) : void;
/*
*Stops applying further movement (usually zeros acceleration).
*/
StopActiveMovement() : void;
/*
*Stops movement immediately (reset velocity) but keeps following current path
*/
StopMovementKeepPathing() : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): NavMovementComponent;
static Load(InName: string): NavMovementComponent;
__tid_NavMovementComponent_0__: boolean;
}
class AsyncPhysicsTimestamp {
constructor();
constructor(ServerFrame: number, LocalFrame: number);
ServerFrame: number;
LocalFrame: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AsyncPhysicsTimestamp_0__: boolean;
}
enum EPhysicsStateAction { AddForce, AddTorque, AddForceAtPosition, AddLinearVelocity, AddAngularVelocity, AddVelocityAtPosition, AddLinearImpulse, AddAngularImpulse, AddImpulseAtPosition, AddAcceleration, NumActions, EPhysicsStateAction_MAX, __typeKeyDoNoAccess}
class PawnMovementComponent extends UE.NavMovementComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
PawnOwner: UE.Pawn;
/*
*Adds the given vector to the accumulated input in world space. Input vectors are usually between 0 and 1 in magnitude.
*They are accumulated during a frame then applied as acceleration during the movement update.
*
*@param WorldVector Direction in world space to apply input
*@param bForce If true always add the input, ignoring the result of IsMoveInputIgnored().
*@see APawn::AddMovementInput()
*/
AddInputVector(WorldVector: UE.Vector, bForce?: boolean /* = false */) : void;
/*
*Returns the pending input vector and resets it to zero.
* * This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames.
* * Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
* * @return The pending input vector.
*/
ConsumeInputVector() : UE.Vector;
/*
*Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent.
*Any user that needs to know about the input that last affected movement should use this function.
*@return The last input vector in world space that was processed by ConsumeInputVector().
*@see AddInputVector(), ConsumeInputVector(), GetPendingInputVector()
*/
GetLastInputVector() : UE.Vector;
/*
*Return the Pawn that owns UpdatedComponent.
*/
GetPawnOwner() : UE.Pawn;
/*
*Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it.
*PawnMovementComponents implementing movement usually want to use either this or ConsumeInputVector() as these functions represent the most recent state of input.
*@return The pending input vector in world space.
*@see AddInputVector(), ConsumeInputVector(), GetLastInputVector()
*/
GetPendingInputVector() : UE.Vector;
/*
*Helper to see if move input is ignored. If there is no Pawn or UpdatedComponent, returns true, otherwise defers to the Pawn's implementation of IsMoveInputIgnored().
*/
IsMoveInputIgnored() : boolean;
/*
*Dispatch back the physics command onto all the clients
*/
MulticastAsyncPhysicsStateAction(ActionComponent: $Nullable, BoneName: string, Timestamp: UE.AsyncPhysicsTimestamp, ActionType: UE.EPhysicsStateAction, ActionDatas: UE.Vector, ActionPosition: UE.Vector) : void;
/*
*Send the physics command to execute to the server
*/
ServerAsyncPhysicsStateAction(ActionComponent: $Nullable, BoneName: string, Timestamp: UE.AsyncPhysicsTimestamp, ActionType: UE.EPhysicsStateAction, ActionDatas: UE.Vector, ActionPosition: UE.Vector) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PawnMovementComponent;
static Load(InName: string): PawnMovementComponent;
__tid_PawnMovementComponent_0__: boolean;
}
class Pawn extends UE.Actor {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
bUseControllerRotationPitch: boolean;
bUseControllerRotationYaw: boolean;
bUseControllerRotationRoll: boolean;
bCanAffectNavigationGeneration: boolean;
bIsLocalViewTarget: boolean;
BaseEyeHeight: number;
AutoPossessPlayer: UE.EAutoReceiveInput;
AutoPossessAI: UE.EAutoPossessAI;
RemoteViewPitch: number;
AIControllerClass: UE.Class;
PlayerState: UE.PlayerState;
LastHitBy: UE.Controller;
Controller: UE.Controller;
PreviousController: UE.Controller;
ReceiveControllerChangedDelegate: $MulticastDelegate<(Pawn: $Nullable, OldController: $Nullable, NewController: $Nullable) => void>;
ReceiveRestartedDelegate: $MulticastDelegate<(Pawn: $Nullable) => void>;
ControlInputVector: UE.Vector;
LastControlInputVector: UE.Vector;
OverrideInputComponentClass: UE.Class;
/*
*Add input (affecting Pitch) to the Controller's ControlRotation, if it is a local PlayerController.
*This value is multiplied by the PlayerController's InputPitchScale value.
*@param Val Amount to add to Pitch. This value is multiplied by the PlayerController's InputPitchScale value.
*@see PlayerController::InputPitchScale
*/
AddControllerPitchInput(Val: number) : void;
/*
*Add input (affecting Roll) to the Controller's ControlRotation, if it is a local PlayerController.
*This value is multiplied by the PlayerController's InputRollScale value.
*@param Val Amount to add to Roll. This value is multiplied by the PlayerController's InputRollScale value.
*@see PlayerController::InputRollScale
*/
AddControllerRollInput(Val: number) : void;
/*
*Add input (affecting Yaw) to the Controller's ControlRotation, if it is a local PlayerController.
*This value is multiplied by the PlayerController's InputYawScale value.
*@param Val Amount to add to Yaw. This value is multiplied by the PlayerController's InputYawScale value.
*@see PlayerController::InputYawScale
*/
AddControllerYawInput(Val: number) : void;
/*
*Add movement input along the given world direction vector (usually normalized) scaled by 'ScaleValue'. If ScaleValue < 0, movement will be in the opposite direction.
*Base Pawn classes won't automatically apply movement, it's up to the user to do so in a Tick event. Subclasses such as Character and DefaultPawn automatically handle this input and move.
*
*@param WorldDirection Direction in world space to apply input
*@param ScaleValue Scale to apply to input. This can be used for analog input, ie a value of 0.5 applies half the normal value, while -1.0 would reverse the direction.
*@param bForce If true always add the input, ignoring the result of IsMoveInputIgnored().
*@see GetPendingMovementInputVector(), GetLastMovementInputVector(), ConsumeMovementInputVector()
*/
AddMovementInput(WorldDirection: UE.Vector, ScaleValue?: number /* = 1.000000 */, bForce?: boolean /* = false */) : void;
/*
*Returns the pending input vector and resets it to zero.
*This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames.
*Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
*@return The pending input vector.
*/
ConsumeMovementInputVector() : UE.Vector;
/*
*Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon.
*/
DetachFromControllerPendingDestroy() : void;
/*
*Return the aim rotation for the Pawn.
*If we have a controller, by default we aim at the player's 'eyes' direction
*that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.
*/
GetBaseAimRotation() : UE.Rotator;
/*
*Returns controller for this actor.
*/
GetController() : UE.Controller;
/*
*Get the rotation of the Controller, often the 'view' rotation of this Pawn.
*/
GetControlRotation() : UE.Rotator;
/*
*Return the last input vector in world space that was processed by ConsumeMovementInputVector(), which is usually done by the Pawn or PawnMovementComponent.
*Any user that needs to know about the input that last affected movement should use this function.
*For example an animation update would want to use this, since by default the order of updates in a frame is:
*PlayerController (device input) -> MovementComponent -> Pawn -> Mesh (animations)
*
*@return The last input vector in world space that was processed by ConsumeMovementInputVector().
*@see AddMovementInput(), GetPendingMovementInputVector(), ConsumeMovementInputVector()
*/
GetLastMovementInputVector() : UE.Vector;
/*
*Returns local Player Controller viewing this pawn, whether it is controlling or spectating
*/
GetLocalViewingPlayerController() : UE.PlayerController;
/*
*Return our PawnMovementComponent, if we have one.
*/
GetMovementComponent() : UE.PawnMovementComponent;
/*
*Basically retrieved pawn's location on navmesh
*/
GetNavAgentLocation() : UE.Vector;
GetOverrideInputComponentClass() : UE.Class;
/*
*Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it,
*Usually only a PawnMovementComponent will want to read this value, or the Pawn itself if it is responsible for movement.
*
*@return The pending input vector in world space.
*@see AddMovementInput(), GetLastMovementInputVector(), ConsumeMovementInputVector()
*/
GetPendingMovementInputVector() : UE.Vector;
/*
*Returns the Platform User ID of the PlayerController that is controlling this character.
*
*Returns an invalid Platform User ID if this character is not controlled by a local player.
*/
GetPlatformUserId() : UE.PlatformUserId;
/*
*Returns true if controlled by a bot.
*/
IsBotControlled() : boolean;
IsControlled() : boolean;
/*
*Returns true if controlled by a local (not network) Controller.
*/
IsLocallyControlled() : boolean;
/*
*Is this pawn the ViewTarget of a local PlayerController? Helpful for determining whether the pawn is
*visible_critical for any VFX. NOTE: Technically there may be some cases where locally controlled pawns return
*false for this, such as if you are using a remote camera view of some sort. But generally it will be true for
*locally controlled pawns, and it will always be true for pawns that are being spectated in-game or in Replays.
*/
IsLocallyViewed() : boolean;
/*
*Helper to see if move input is ignored. If our controller is a PlayerController, checks Controller->IsMoveInputIgnored().
*/
IsMoveInputIgnored() : boolean;
/*
*Check if this actor is currently being controlled at all (the actor has a valid Controller, which will be false for remote clients)
*/
IsPawnControlled() : boolean;
/*
*Returns true if controlled by a human player (possessed by a PlayerController). This returns true for players controlled by remote clients
*/
IsPlayerControlled() : boolean;
/*
*Called when Controller is replicated
*/
OnRep_Controller() : void;
/*
*PlayerState Replication Notification Callback
*/
OnRep_PlayerState() : void;
/*
*Inform AIControllers that you've made a noise they might hear (they are sent a HearNoise message if they have bHearNoises==true)
*The instigator of this sound is the pawn which is used to call MakeNoise.
*
*@param Loudness - is the relative loudness of this noise (range 0.0 to 1.0). Directly affects the hearing range specified by the AI's HearingThreshold.
*@param NoiseLocation - Position of noise source. If zero vector, use the actor's location.
*@param bUseNoiseMakerLocation - If true, use the location of the NoiseMaker rather than NoiseLocation. If false, use NoiseLocation.
*@param NoiseMaker - Which actor is the source of the noise. Not to be confused with the Noise Instigator, which is responsible for the noise (and is the pawn on which this function is called). If not specified, the pawn instigating the noise will be used as the NoiseMaker
*/
PawnMakeNoise(Loudness: number, NoiseLocation: UE.Vector, bUseNoiseMakerLocation?: boolean /* = true */, NoiseMaker?: UE.Actor /* = None */) : void;
/*
*Event called after a pawn's controller has changed, on the server and owning client. This will happen at the same time as the delegate on GameInstance
*/
ReceiveControllerChanged(OldController: $Nullable, NewController: $Nullable) : void;
/*
*Event called when the Pawn is possessed by a Controller. Only called on the server (or in standalone)
*/
ReceivePossessed(NewController: $Nullable) : void;
/*
*Event called after a pawn has been restarted, usually by a possession change. This is called on the server for all pawns and the owning client for player pawns
*/
ReceiveRestarted() : void;
/*
*Event called when the Pawn is no longer possessed by a Controller. Only called on the server (or in standalone)
*/
ReceiveUnpossessed(OldController: $Nullable) : void;
/*
*Use SetCanAffectNavigationGeneration to change this value at runtime.
*Note that calling this function at runtime will result in any navigation change only if runtime navigation generation is enabled.
*/
SetCanAffectNavigationGeneration(bNewValue: boolean, bForceUpdate?: boolean /* = false */) : void;
/*
*Spawn default controller for this Pawn, and get possessed by it.
*/
SpawnDefaultController() : void;
/*
*Gets the owning actor of the Movement Base Component on which the pawn is standing.
*/
static GetMovementBaseActor(Pawn: $Nullable) : UE.Actor;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Pawn;
static Load(InName: string): Pawn;
__tid_Pawn_0__: boolean;
}
class PlayerState extends UE.Info {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Score: number;
PlayerId: number;
CompressedPing: number;
bShouldUpdateReplicatedPing: boolean;
bIsSpectator: boolean;
bOnlySpectator: boolean;
bIsABot: boolean;
bIsInactive: boolean;
bFromPreviousLevel: boolean;
StartTime: number;
UniqueId: UE.UniqueNetIdRepl;
EngineMessageClass: UE.Class;
SavedNetworkAddress: string;
OnPawnSet: $MulticastDelegate<(Player: $Nullable, NewPawn: $Nullable, OldPawn: $Nullable) => void>;
PawnPrivate: UE.Pawn;
PlayerNamePrivate: string;
/*
*Gets the online unique id for a player. If a player is logged in this will be consistent across all clients and servers.
*/
BP_GetUniqueId() : UE.UniqueNetIdRepl;
/*
*Gets the literal value of the compressed Ping value (Ping = PingInMS _ 4).
*/
GetCompressedPing() : number;
/*
*Return the pawn controlled by this Player State.
*/
GetPawn() : UE.Pawn;
/*
*Returns the ping (in milliseconds)
*
*Returns ExactPing if available (local players or when running on the server), and
*the replicated CompressedPing (converted back to milliseconds) otherwise.
*
*Note that replication of CompressedPing is controlled by bShouldUpdateReplicatedPing,
*and if disabled then this will return 0 or a stale value on clients for player states
*that aren't related to local players
*/
GetPingInMilliseconds() : number;
/*
*Return the player controller that created this player state, or null for remote clients
*/
GetPlayerController() : UE.PlayerController;
/*
*Gets the literal value of PlayerId.
*/
GetPlayerId() : number;
/*
*returns current player name
*/
GetPlayerName() : string;
/*
*Gets the literal value of Score.
*/
GetScore() : number;
/*
*Gets the literal value of bIsABot.
*/
IsABot() : boolean;
/*
*Gets the literal value of bOnlySpectator.
*/
IsOnlyASpectator() : boolean;
/*
*Gets the literal value of bIsSpectator.
*/
IsSpectator() : boolean;
OnPawnPrivateDestroyed(InActor: $Nullable) : void;
OnRep_bIsInactive() : void;
OnRep_PlayerId() : void;
OnRep_PlayerName() : void;
/*
*Replication Notification Callbacks
*/
OnRep_Score() : void;
OnRep_UniqueId() : void;
/*
** Can be implemented in Blueprint Child to move more properties from old to new PlayerState when traveling to a new level
**
** @param NewPlayerState New PlayerState, which we fill with the current properties
*/
ReceiveCopyProperties(NewPlayerState: $Nullable) : void;
/*
** Can be implemented in Blueprint Child to move more properties from old to new PlayerState when reconnecting
**
** @param OldPlayerState Old PlayerState, which we use to fill the new one with
*/
ReceiveOverrideWith(OldPlayerState: $Nullable) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PlayerState;
static Load(InName: string): PlayerState;
__tid_PlayerState_0__: boolean;
}
class DamageType extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
bCausedByWorld: boolean;
bScaleMomentumByMass: boolean;
bRadialDamageVelChange: boolean;
DamageImpulse: number;
DestructibleImpulse: number;
DestructibleDamageSpreadScale: number;
DamageFalloff: number;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): DamageType;
static Load(InName: string): DamageType;
__tid_DamageType_0__: boolean;
}
enum EMovementMode { MOVE_None, MOVE_Walking, MOVE_NavWalking, MOVE_Falling, MOVE_Swimming, MOVE_Flying, MOVE_Custom, MOVE_MAX, __typeKeyDoNoAccess}
enum ENetworkSmoothingMode { Disabled, Linear, Exponential, ENetworkSmoothingMode_MAX, __typeKeyDoNoAccess}
class FindFloorResult {
constructor();
constructor(bBlockingHit: boolean, bWalkableFloor: boolean, bLineTrace: boolean, FloorDist: number, LineDist: number, HitResult: UE.HitResult);
bBlockingHit: boolean;
bWalkableFloor: boolean;
bLineTrace: boolean;
FloorDist: number;
LineDist: number;
HitResult: UE.HitResult;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_FindFloorResult_0__: boolean;
}
class NavAvoidanceMask {
constructor();
constructor(bGroup0: boolean, bGroup1: boolean, bGroup2: boolean, bGroup3: boolean, bGroup4: boolean, bGroup5: boolean, bGroup6: boolean, bGroup7: boolean, bGroup8: boolean, bGroup9: boolean, bGroup10: boolean, bGroup11: boolean, bGroup12: boolean, bGroup13: boolean, bGroup14: boolean, bGroup15: boolean, bGroup16: boolean, bGroup17: boolean, bGroup18: boolean, bGroup19: boolean, bGroup20: boolean, bGroup21: boolean, bGroup22: boolean, bGroup23: boolean, bGroup24: boolean, bGroup25: boolean, bGroup26: boolean, bGroup27: boolean, bGroup28: boolean, bGroup29: boolean, bGroup30: boolean, bGroup31: boolean);
bGroup0: boolean;
bGroup1: boolean;
bGroup2: boolean;
bGroup3: boolean;
bGroup4: boolean;
bGroup5: boolean;
bGroup6: boolean;
bGroup7: boolean;
bGroup8: boolean;
bGroup9: boolean;
bGroup10: boolean;
bGroup11: boolean;
bGroup12: boolean;
bGroup13: boolean;
bGroup14: boolean;
bGroup15: boolean;
bGroup16: boolean;
bGroup17: boolean;
bGroup18: boolean;
bGroup19: boolean;
bGroup20: boolean;
bGroup21: boolean;
bGroup22: boolean;
bGroup23: boolean;
bGroup24: boolean;
bGroup25: boolean;
bGroup26: boolean;
bGroup27: boolean;
bGroup28: boolean;
bGroup29: boolean;
bGroup30: boolean;
bGroup31: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_NavAvoidanceMask_0__: boolean;
}
class CharacterMovementComponentPostPhysicsTickFunction extends UE.TickFunction {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_CharacterMovementComponentPostPhysicsTickFunction_0__: boolean;
}
class RootMotionSourceSettings {
constructor();
constructor(Flags: number);
Flags: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RootMotionSourceSettings_0__: boolean;
}
class Vector_NetQuantize10 extends UE.Vector {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector_NetQuantize10_0__: boolean;
}
class RootMotionSourceGroup {
constructor();
constructor(bHasAdditiveSources: boolean, bHasOverrideSources: boolean, bHasOverrideSourcesWithIgnoreZAccumulate: boolean, bIsAdditiveVelocityApplied: boolean, LastAccumulatedSettings: UE.RootMotionSourceSettings, LastPreAdditiveVelocity: UE.Vector_NetQuantize10);
bHasAdditiveSources: boolean;
bHasOverrideSources: boolean;
bHasOverrideSourcesWithIgnoreZAccumulate: boolean;
bIsAdditiveVelocityApplied: boolean;
LastAccumulatedSettings: UE.RootMotionSourceSettings;
LastPreAdditiveVelocity: UE.Vector_NetQuantize10;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RootMotionSourceGroup_0__: boolean;
}
class RootMotionMovementParams {
constructor();
constructor(bHasRootMotion: boolean, BlendWeight: number, RootMotionTransform: UE.Transform);
bHasRootMotion: boolean;
BlendWeight: number;
RootMotionTransform: UE.Transform;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RootMotionMovementParams_0__: boolean;
}
class CharacterMovementComponent extends UE.PawnMovementComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
CharacterOwner: UE.Character;
GravityScale: number;
MaxStepHeight: number;
JumpZVelocity: number;
JumpOffJumpZFactor: number;
WalkableFloorAngle: number;
WalkableFloorZ: number;
GravityDirection: UE.Vector;
WorldToGravityTransform: UE.Quat;
GravityToWorldTransform: UE.Quat;
MovementMode: UE.EMovementMode;
CustomMovementMode: number;
NetworkSmoothingMode: UE.ENetworkSmoothingMode;
GroundFriction: number;
MaxWalkSpeed: number;
MaxWalkSpeedCrouched: number;
MaxSwimSpeed: number;
MaxFlySpeed: number;
MaxCustomMovementSpeed: number;
MaxAcceleration: number;
MinAnalogWalkSpeed: number;
BrakingFrictionFactor: number;
BrakingFriction: number;
BrakingSubStepTime: number;
BrakingDecelerationWalking: number;
BrakingDecelerationFalling: number;
BrakingDecelerationSwimming: number;
BrakingDecelerationFlying: number;
AirControl: number;
AirControlBoostMultiplier: number;
AirControlBoostVelocityThreshold: number;
FallingLateralFriction: number;
CrouchedHalfHeight: number;
Buoyancy: number;
PerchRadiusThreshold: number;
PerchAdditionalHeight: number;
RotationRate: UE.Rotator;
bUseSeparateBrakingFriction: boolean;
bDontFallBelowJumpZVelocityDuringJump: boolean;
bApplyGravityWhileJumping: boolean;
bUseControllerDesiredRotation: boolean;
bOrientRotationToMovement: boolean;
bSweepWhileNavWalking: boolean;
bMovementInProgress: boolean;
bEnableScopedMovementUpdates: boolean;
bEnableServerDualMoveScopedMovementUpdates: boolean;
bForceMaxAccel: boolean;
bRunPhysicsWithNoController: boolean;
bForceNextFloorCheck: boolean;
bShrinkProxyCapsule: boolean;
bCanWalkOffLedges: boolean;
bCanWalkOffLedgesWhenCrouching: boolean;
bNetworkSkipProxyPredictionOnNetUpdate: boolean;
bNetworkAlwaysReplicateTransformUpdateTimestamp: boolean;
bDeferUpdateMoveComponent: boolean;
bEnablePhysicsInteraction: boolean;
bTouchForceScaledToMass: boolean;
bPushForceScaledToMass: boolean;
bPushForceUsingZOffset: boolean;
bScalePushForceToVelocity: boolean;
DeferredUpdatedMoveComponent: UE.SceneComponent;
MaxOutOfWaterStepHeight: number;
OutofWaterZ: number;
Mass: number;
StandingDownwardForceScale: number;
InitialPushForceFactor: number;
PushForceFactor: number;
PushForcePointZOffsetFactor: number;
TouchForceFactor: number;
MinTouchForce: number;
MaxTouchForce: number;
RepulsionForce: number;
bForceBraking_EditorOnly: boolean;
CrouchedSpeedMultiplier_EditorOnly: number;
UpperImpactNormalScale_EditorOnly: number;
Acceleration: UE.Vector;
LastUpdateRotation: UE.Quat;
LastUpdateLocation: UE.Vector;
LastUpdateVelocity: UE.Vector;
ServerLastTransformUpdateTimeStamp: number;
ServerLastClientGoodMoveAckTime: number;
ServerLastClientAdjustmentTime: number;
PendingImpulseToApply: UE.Vector;
PendingForceToApply: UE.Vector;
AnalogInputModifier: number;
MaxSimulationTimeStep: number;
MaxSimulationIterations: number;
MaxJumpApexAttemptsPerSimulation: number;
MaxDepenetrationWithGeometry: number;
MaxDepenetrationWithGeometryAsProxy: number;
MaxDepenetrationWithPawn: number;
MaxDepenetrationWithPawnAsProxy: number;
NetworkSimulatedSmoothLocationTime: number;
NetworkSimulatedSmoothRotationTime: number;
ListenServerNetworkSimulatedSmoothLocationTime: number;
ListenServerNetworkSimulatedSmoothRotationTime: number;
NetProxyShrinkRadius: number;
NetProxyShrinkHalfHeight: number;
NetworkMaxSmoothUpdateDistance: number;
NetworkNoSmoothUpdateDistance: number;
NetworkMinTimeBetweenClientAckGoodMoves: number;
NetworkMinTimeBetweenClientAdjustments: number;
NetworkMinTimeBetweenClientAdjustmentsLargeCorrection: number;
NetworkLargeClientCorrectionDistance: number;
LedgeCheckThreshold: number;
JumpOutOfWaterPitch: number;
CurrentFloor: UE.FindFloorResult;
DefaultLandMovementMode: UE.EMovementMode;
DefaultWaterMovementMode: UE.EMovementMode;
GroundMovementMode: UE.EMovementMode;
bMaintainHorizontalGroundVelocity: boolean;
bImpartBaseVelocityX: boolean;
bImpartBaseVelocityY: boolean;
bImpartBaseVelocityZ: boolean;
bImpartBaseAngularVelocity: boolean;
bJustTeleported: boolean;
bNetworkUpdateReceived: boolean;
bNetworkMovementModeChanged: boolean;
bNetworkGravityDirectionChanged: boolean;
bIgnoreClientMovementErrorChecksAndCorrection: boolean;
bServerAcceptClientAuthoritativePosition: boolean;
bNotifyApex: boolean;
bCheatFlying: boolean;
bWantsToCrouch: boolean;
bCrouchMaintainsBaseLocation: boolean;
bIgnoreBaseRotation: boolean;
bFastAttachedMove: boolean;
bAlwaysCheckFloor: boolean;
bUseFlatBaseForFloorChecks: boolean;
bPerformingJumpOff: boolean;
bWantsToLeaveNavWalking: boolean;
bUseRVOAvoidance: boolean;
bRequestedMoveUseAcceleration: boolean;
bWasSimulatingRootMotion: boolean;
bAllowPhysicsRotationDuringAnimRootMotion: boolean;
FormerBaseVelocityDecayHalfLife: number;
bHasRequestedVelocity: boolean;
bRequestedMoveWithMaxSpeed: boolean;
bWasAvoidanceUpdated: boolean;
bProjectNavMeshWalking: boolean;
bProjectNavMeshOnBothWorldChannels: boolean;
AvoidanceConsiderationRadius: number;
RequestedVelocity: UE.Vector;
LastUpdateRequestedVelocity: UE.Vector;
AvoidanceUID: number;
AvoidanceGroup: UE.NavAvoidanceMask;
GroupsToAvoid: UE.NavAvoidanceMask;
GroupsToIgnore: UE.NavAvoidanceMask;
AvoidanceWeight: number;
PendingLaunchVelocity: UE.Vector;
NavMeshProjectionInterval: number;
NavMeshProjectionTimer: number;
NavMeshProjectionInterpSpeed: number;
NavMeshProjectionHeightScaleUp: number;
NavMeshProjectionHeightScaleDown: number;
NavWalkingFloorDistTolerance: number;
bBasedMovementIgnorePhysicsBase: boolean;
bBaseOnAttachmentRoot: boolean;
bStayBasedInAir: boolean;
StayBasedInAirHeight: number;
PostPhysicsTickFunction: UE.CharacterMovementComponentPostPhysicsTickFunction;
MinTimeBetweenTimeStampResets: number;
CurrentRootMotion: UE.RootMotionSourceGroup;
ServerCorrectionRootMotion: UE.RootMotionSourceGroup;
RootMotionParams: UE.RootMotionMovementParams;
AnimRootMotionVelocity: UE.Vector;
/*
*Add force to character. Forces are accumulated each tick and applied together
*so multiple calls to this function will accumulate.
*Forces are scaled depending on timestep, so they can be applied each frame. If you want an
*instantaneous force, use AddImpulse.
*Adding a force always takes the actor's mass into account.
*Note that changing the momentum of characters like this can change the movement mode.
*
*@param Force Force to apply.
*/
AddForce(Force: UE.Vector) : void;
/*
*Add impulse to character. Impulses are accumulated each tick and applied together
*so multiple calls to this function will accumulate.
*An impulse is an instantaneous force, usually applied once. If you want to continually apply
*forces each frame, use AddForce().
*Note that changing the momentum of characters like this can change the movement mode.
*
*@param Impulse Impulse to apply.
*@param bVelocityChange Whether or not the impulse is relative to mass.
*/
AddImpulse(Impulse: UE.Vector, bVelocityChange?: boolean /* = false */) : void;
/*
*Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. Does not apply gravity.
*This is used internally during movement updates. Normally you don't need to call this from outside code, but you might want to use it for custom movement modes.
*
*@param DeltaTime time elapsed since last frame.
*@param Friction coefficient of friction when not accelerating, or in the direction opposite acceleration.
*@param bFluid true if moving through a fluid, causing Friction to always be applied regardless of acceleration.
*@param BrakingDeceleration deceleration applied when not accelerating, or when exceeding max velocity.
*/
CalcVelocity(DeltaTime: number, Friction: number, bFluid: boolean, BrakingDeceleration: number) : void;
/*
*Called when the collision capsule touches another primitive component
*/
CapsuleTouched(OverlappedComp: $Nullable, Other: $Nullable, OtherComp: $Nullable, OtherBodyIndex: number, bFromSweep: boolean, SweepResult: UE.HitResult) : void;
/*
*Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity.
*/
ClearAccumulatedForces() : void;
/*
*Make movement impossible (sets movement mode to MOVE_None).
*/
DisableMovement() : void;
/*
*Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement.
*/
GetAnalogInputModifier() : number;
/*
*Get the Character that owns UpdatedComponent.
*/
GetCharacterOwner() : UE.Character;
/*
*Returns the collision half-height when crouching (component scale is applied separately)
*/
GetCrouchedHalfHeight() : number;
/*
*Returns current acceleration, computed from input vector each update.
*/
GetCurrentAcceleration() : UE.Vector;
/*
*Returns the current gravity direction.
*/
GetGravityDirection() : UE.Vector;
/*
*If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it.
*Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
*/
GetImpartedMovementBaseVelocity() : UE.Vector;
/*
*Returns the location at the end of the last tick.
*/
GetLastUpdateLocation() : UE.Vector;
/*
*Returns velocity requested by path following
*/
GetLastUpdateRequestedVelocity() : UE.Vector;
/*
*Returns the rotation at the end of the last tick.
*/
GetLastUpdateRotation() : UE.Rotator;
/*
*Returns the velocity at the end of the last tick.
*/
GetLastUpdateVelocity() : UE.Vector;
/*
*Returns maximum acceleration for the current state.
*/
GetMaxAcceleration() : number;
/*
*Returns maximum deceleration for the current state when braking (ie when there is no acceleration).
*/
GetMaxBrakingDeceleration() : number;
/*
*Compute the max jump height based on the JumpZVelocity velocity and gravity.
*This does not take into account the CharacterOwner's MaxJumpHoldTime.
*/
GetMaxJumpHeight() : number;
/*
*Compute the max jump height based on the JumpZVelocity velocity and gravity.
*This does take into account the CharacterOwner's MaxJumpHoldTime.
*/
GetMaxJumpHeightWithJumpTime() : number;
/*
*Returns maximum acceleration for the current state.
*/
GetMinAnalogSpeed() : number;
/*
*Return PrimitiveComponent we are based on (standing and walking on).
*/
GetMovementBase() : UE.PrimitiveComponent;
/*
*Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface.
*/
GetPerchRadiusThreshold() : number;
/*
*Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface).
*Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold().
*/
GetValidPerchRadius() : number;
/*
*Whether the gravity direction is different from UCharacterMovementComponent::DefaultGravityDirection.
*/
HasCustomGravity() : boolean;
/*
*Return true if the hit result should be considered a walkable surface for the character.
*/
IsWalkable(Hit: UE.HitResult) : boolean;
/*
*Returns true if the character is in the 'Walking' movement mode.
*/
IsWalking() : boolean;
/*
*Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult.
*This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace.
*This function does not care if collision is disabled on the capsule (unlike FindFloor).
*
*@param CapsuleLocation Location where the capsule sweep should originate
*@param LineDistance If non-zero, max distance to test for a simple line check from the capsule base. Used only if the sweep test fails to find a walkable floor, and only returns a valid result if the impact normal is a walkable normal.
*@param SweepDistance If non-zero, max distance to use when sweeping a capsule downwards for the test. MUST be greater than or equal to the line distance.
*@param SweepRadius The radius to use for sweep tests. Should be <= capsule radius.
*@param FloorResult Result of the floor check
*/
K2_ComputeFloorDist(CapsuleLocation: UE.Vector, LineDistance: number, SweepDistance: number, SweepRadius: number, FloorResult: $Ref) : void;
/*
*Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result.
*No floor will be found if collision is disabled on the capsule!
*
*@param CapsuleLocation Location where the capsule sweep should originate
*@param FloorResult Result of the floor check
*/
K2_FindFloor(CapsuleLocation: UE.Vector, FloorResult: $Ref) : void;
/*
*Get the max angle in degrees of a walkable surface for the character.
*/
K2_GetWalkableFloorAngle() : number;
/*
*Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.
*/
K2_GetWalkableFloorZ() : number;
/*
*Change avoidance state and registers in RVO manager if needed
*/
SetAvoidanceEnabled(bEnable: boolean) : void;
SetAvoidanceGroup(GroupFlags: number) : void;
SetAvoidanceGroupMask(GroupMask: UE.NavAvoidanceMask) : void;
/*
*Sets collision half-height when crouching and updates dependent computations
*/
SetCrouchedHalfHeight(NewValue: number) : void;
/*
*Set a custom, local gravity direction to use during movement simulation.
*The gravity direction must be synchronized by external systems between the autonomous
*and authority processes. The gravity direction will be corrected as part of movement
*corrections should the movement state diverge.
*SetGravityDirection is responsible for initializing cached values used to tranform to
*from gravity relative space.
*@param GravityDir A non-zero vector representing the new gravity direction. The vector will be normalized.
*/
SetGravityDirection(GravityDir: UE.Vector) : void;
SetGroupsToAvoid(GroupFlags: number) : void;
SetGroupsToAvoidMask(GroupMask: UE.NavAvoidanceMask) : void;
SetGroupsToIgnore(GroupFlags: number) : void;
SetGroupsToIgnoreMask(GroupMask: UE.NavAvoidanceMask) : void;
/*
*Change movement mode.
*
*@param NewMovementMode The new movement mode
*@param NewCustomMode The new custom sub-mode, only applicable if NewMovementMode is Custom.
*/
SetMovementMode(NewMovementMode: UE.EMovementMode, NewCustomMode?: number /* = 0 */) : void;
/*
*Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.
*/
SetWalkableFloorAngle(InWalkableFloorAngle: number) : void;
/*
*Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle.
*/
SetWalkableFloorZ(InWalkableFloorZ: number) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): CharacterMovementComponent;
static Load(InName: string): CharacterMovementComponent;
__tid_CharacterMovementComponent_0__: boolean;
}
class ShapeComponent extends UE.PrimitiveComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ShapeBodySetup: UE.BodySetup;
AreaClass_EditorOnly: UE.Class;
ShapeColor: UE.Color;
bDrawOnlyIfSelected: boolean;
bShouldCollideWhenPlacing: boolean;
bDynamicObstacle: boolean;
bUseSystemDefaultObstacleAreaClass: boolean;
AreaClassOverride: UE.Class;
LineThickness: number;
/*
*Set the LineThickness
*/
SetLineThickness(Thickness: number) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): ShapeComponent;
static Load(InName: string): ShapeComponent;
__tid_ShapeComponent_0__: boolean;
}
class CapsuleComponent extends UE.ShapeComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
CapsuleHalfHeight: number;
CapsuleRadius: number;
CapsuleHeight_EditorOnly: number;
/*
*Returns the capsule half-height scaled by the component scale. This includes both the cylinder and hemisphere cap.
*@return The capsule half-height scaled by the component scale.
*/
GetScaledCapsuleHalfHeight() : number;
/*
*Returns the capsule half-height minus radius (to exclude the hemisphere), scaled by the component scale.
*From the center of the capsule this is the vertical distance along the straight cylindrical portion to the point just before the curve of top hemisphere begins.
*@return The capsule half-height minus radius, scaled by the component scale.
*/
GetScaledCapsuleHalfHeight_WithoutHemisphere() : number;
/*
*Returns the capsule radius scaled by the component scale.
*@return The capsule radius scaled by the component scale.
*/
GetScaledCapsuleRadius() : number;
/*
*Returns the capsule radius and half-height scaled by the component scale. Half-height includes the hemisphere end cap.
*@param OutRadius Radius of the capsule, scaled by the component scale.
*@param OutHalfHeight Half-height of the capsule, scaled by the component scale. Includes the hemisphere end cap.
*@return The capsule radius and half-height scaled by the component scale.
*/
GetScaledCapsuleSize(OutRadius: $Ref, OutHalfHeight: $Ref) : void;
/*
*Returns the capsule radius and half-height scaled by the component scale. Half-height excludes the hemisphere end cap.
*@param OutRadius Radius of the capsule, ignoring component scaling.
*@param OutHalfHeightWithoutHemisphere Half-height of the capsule, scaled by the component scale. Excludes the hemisphere end cap.
*@return The capsule radius and half-height scaled by the component scale.
*/
GetScaledCapsuleSize_WithoutHemisphere(OutRadius: $Ref, OutHalfHeightWithoutHemisphere: $Ref) : void;
/*
*Get the scale used by this shape. This is a uniform scale that is the minimum of any non-uniform scaling.
*@return the scale used by this shape.
*/
GetShapeScale() : number;
/*
*Returns the capsule half-height, ignoring component scaling. This includes the hemisphere end cap.
*@return The capsule radius, ignoring component scaling.
*/
GetUnscaledCapsuleHalfHeight() : number;
/*
*Returns the capsule half-height minus radius (to exclude the hemisphere), ignoring component scaling. This excludes the hemisphere end cap.
*From the center of the capsule this is the vertical distance along the straight cylindrical portion to the point just before the curve of top hemisphere begins.
*@return The capsule half-height minus radius, ignoring component scaling.
*/
GetUnscaledCapsuleHalfHeight_WithoutHemisphere() : number;
/*
*Returns the capsule radius, ignoring component scaling.
*@return the capsule radius, ignoring component scaling.
*/
GetUnscaledCapsuleRadius() : number;
/*
*Returns the capsule radius and half-height scaled by the component scale. Half-height includes the hemisphere end cap.
*@param OutRadius Radius of the capsule, scaled by the component scale.
*@param OutHalfHeight Half-height of the capsule, scaled by the component scale. Includes the hemisphere end cap.
*@return The capsule radius and half-height scaled by the component scale.
*/
GetUnscaledCapsuleSize(OutRadius: $Ref, OutHalfHeight: $Ref) : void;
/*
*Returns the capsule radius and half-height, ignoring component scaling. Half-height excludes the hemisphere end cap.
*@param OutRadius Radius of the capsule, ignoring component scaling.
*@param OutHalfHeightWithoutHemisphere Half-height of the capsule, scaled by the component scale. Excludes the hemisphere end cap.
*@return The capsule radius and half-height (excluding hemisphere end cap), ignoring component scaling.
*/
GetUnscaledCapsuleSize_WithoutHemisphere(OutRadius: $Ref, OutHalfHeightWithoutHemisphere: $Ref) : void;
/*
*Set the capsule half-height. This is the unscaled half-height, before component scale is applied.
*If this capsule collides, updates touching array for owner actor.
*@param HalfHeight : half-height, from capsule center to end of top or bottom hemisphere.
*@param bUpdateOverlaps: if true and this shape is registered and collides, updates touching array for owner actor.
*/
SetCapsuleHalfHeight(HalfHeight: number, bUpdateOverlaps?: boolean /* = true */) : void;
/*
*Set the capsule radius. This is the unscaled radius, before component scale is applied.
*If this capsule collides, updates touching array for owner actor.
*@param Radius : radius of end-cap hemispheres and center cylinder.
*@param bUpdateOverlaps: if true and this shape is registered and collides, updates touching array for owner actor.
*/
SetCapsuleRadius(Radius: number, bUpdateOverlaps?: boolean /* = true */) : void;
/*
*Change the capsule size. This is the unscaled size, before component scale is applied.
*@param InRadius : radius of end-cap hemispheres and center cylinder.
*@param InHalfHeight : half-height, from capsule center to end of top or bottom hemisphere.
*@param bUpdateOverlaps: if true and this shape is registered and collides, updates touching array for owner actor.
*/
SetCapsuleSize(InRadius: number, InHalfHeight: number, bUpdateOverlaps?: boolean /* = true */) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): CapsuleComponent;
static Load(InName: string): CapsuleComponent;
__tid_CapsuleComponent_0__: boolean;
}
class ArrowComponent extends UE.PrimitiveComponent {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ArrowColor: UE.Color;
ArrowSize: number;
ArrowLength: number;
ScreenSize: number;
bIsScreenSizeScaled: boolean;
bTreatAsASprite: boolean;
SpriteCategoryName_EditorOnly: string;
SpriteInfo_EditorOnly: UE.SpriteCategoryInfo;
bLightAttachment_EditorOnly: boolean;
bUseInEditorScaling_EditorOnly: boolean;
/*
*Updates the arrow's colour, and tells it to refresh
*/
SetArrowColor(NewColor: UE.LinearColor) : void;
SetArrowFColor(NewColor: UE.Color) : void;
SetArrowLength(NewLength: number) : void;
SetArrowSize(NewSize: number) : void;
SetIsScreenSizeScaled(bNewValue: boolean) : void;
SetScreenSize(NewScreenSize: number) : void;
SetTreatAsASprite(bNewValue: boolean) : void;
SetUseInEditorScaling(bNewValue: boolean) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): ArrowComponent;
static Load(InName: string): ArrowComponent;
__tid_ArrowComponent_0__: boolean;
}
class BasedMovementInfo {
constructor();
constructor(BaseID: number, bServerHasBaseComponent: boolean, bRelativeRotation: boolean, bServerHasVelocity: boolean, BoneName: string, MovementBase: UE.PrimitiveComponent, Location: UE.Vector_NetQuantize100, Rotation: UE.Rotator);
BaseID: number;
bServerHasBaseComponent: boolean;
bRelativeRotation: boolean;
bServerHasVelocity: boolean;
BoneName: string;
MovementBase: UE.PrimitiveComponent;
Location: UE.Vector_NetQuantize100;
Rotation: UE.Rotator;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BasedMovementInfo_0__: boolean;
}
class AnimMetaData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AnimMetaData;
static Load(InName: string): AnimMetaData;
__tid_AnimMetaData_0__: boolean;
}
class AssetMapping {
constructor();
constructor(SourceAsset: UE.AnimationAsset, TargetAsset: UE.AnimationAsset);
SourceAsset: UE.AnimationAsset;
TargetAsset: UE.AnimationAsset;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AssetMapping_0__: boolean;
}
class AssetMappingTable extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
MappedAssets: TArray;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AssetMappingTable;
static Load(InName: string): AssetMappingTable;
__tid_AssetMappingTable_0__: boolean;
}
class ThumbnailInfo extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): ThumbnailInfo;
static Load(InName: string): ThumbnailInfo;
__tid_ThumbnailInfo_0__: boolean;
}
class SmartName {
constructor();
constructor(DisplayName: string);
DisplayName: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SmartName_0__: boolean;
}
class PoseAssetInfluence {
constructor();
constructor(PoseIndex: number, BoneTransformIndex: number);
PoseIndex: number;
BoneTransformIndex: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PoseAssetInfluence_0__: boolean;
}
class PoseAssetInfluences {
constructor();
constructor(Influences: TArray);
Influences: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PoseAssetInfluences_0__: boolean;
}
class PoseData {
constructor();
constructor(SourceLocalSpacePose: TArray, SourceCurveData: TArray, LocalSpacePose: TArray, CurveData: TArray);
SourceLocalSpacePose: TArray;
SourceCurveData: TArray;
LocalSpacePose: TArray;
CurveData: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PoseData_0__: boolean;
}
class AnimCurveBase {
constructor();
constructor(LastObservedName: string, Name: UE.SmartName, Color: UE.LinearColor, Comment: string, CurveName: string, CurveTypeFlags: number);
LastObservedName: string;
Name: UE.SmartName;
Color: UE.LinearColor;
Comment: string;
CurveName: string;
CurveTypeFlags: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AnimCurveBase_0__: boolean;
}
class PoseDataContainer {
constructor();
constructor(PoseNames: TArray, PoseFNames: TArray, Tracks: TArray, TrackBoneIndices: TArray, TrackPoseInfluenceIndices: TArray, Poses: TArray, Curves: TArray);
PoseNames: TArray;
PoseFNames: TArray;
Tracks: TArray;
TrackBoneIndices: TArray;
TrackPoseInfluenceIndices: TArray;
Poses: TArray;
Curves: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PoseDataContainer_0__: boolean;
}
class SkinnedAsset extends UE.StreamableRenderAsset {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
/*
*Find a socket object in this SkeletalMesh by name.
*Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.
*/
FindSocket(InSocketName: string) : UE.SkeletalMeshSocket;
/*
*Find a socket object and associated info in this SkeletalMesh by name.
*Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.
*Also returns the index for the socket allowing for future fast access via GetSocketByIndex()
*Also returns the socket transform and the bone index (if any)
*/
FindSocketInfo(InSocketName: string, OutTransform: $Ref, OutBoneIndex: $Ref, OutIndex: $Ref) : UE.SkeletalMeshSocket;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SkinnedAsset;
static Load(InName: string): SkinnedAsset;
__tid_SkinnedAsset_0__: boolean;
}
class BoxSphereBounds {
constructor();
constructor(Origin: UE.Vector, BoxExtent: UE.Vector, SphereRadius: number);
Origin: UE.Vector;
BoxExtent: UE.Vector;
SphereRadius: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BoxSphereBounds_0__: boolean;
}
class ElementID {
constructor();
constructor(IDValue: number);
IDValue: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ElementID_0__: boolean;
}
class VertexID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_VertexID_0__: boolean;
}
class PolygonID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PolygonID_0__: boolean;
}
class VertexInstanceID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_VertexInstanceID_0__: boolean;
}
class PolygonGroupID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PolygonGroupID_0__: boolean;
}
class TriangleID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_TriangleID_0__: boolean;
}
class EdgeID extends UE.ElementID {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_EdgeID_0__: boolean;
}
class MeshDescriptionBase extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
/*
*Generates triangles and internal edges for the given polygon
*/
ComputePolygonTriangulation(PolygonID: UE.PolygonID) : void;
/*
*Adds a new edge to the mesh and returns its ID
*/
CreateEdge(VertexID0: UE.VertexID, VertexID1: UE.VertexID) : UE.EdgeID;
/*
*Adds a new edge to the mesh with the given ID
*/
CreateEdgeWithID(EdgeID: UE.EdgeID, VertexID0: UE.VertexID, VertexID1: UE.VertexID) : void;
/*
*Adds a new polygon to the mesh and returns its ID. This will also make any missing edges, and all constituent triangles.
*/
CreatePolygon(PolygonGroupID: UE.PolygonGroupID, VertexInstanceIDs: $Ref>, NewEdgeIDs: $Ref>) : UE.PolygonID;
/*
*Adds a new polygon group to the mesh and returns its ID
*/
CreatePolygonGroup() : UE.PolygonGroupID;
/*
*Adds a new polygon group to the mesh with the given ID
*/
CreatePolygonGroupWithID(PolygonGroupID: UE.PolygonGroupID) : void;
/*
*Adds a new polygon to the mesh with the given ID. This will also make any missing edges, and all constituent triangles.
*/
CreatePolygonWithID(PolygonID: UE.PolygonID, PolygonGroupID: UE.PolygonGroupID, VertexInstanceIDs: $Ref>, NewEdgeIDs: $Ref>) : void;
/*
*Adds a new triangle to the mesh and returns its ID. This will also make an encapsulating polygon, and any missing edges.
*/
CreateTriangle(PolygonGroupID: UE.PolygonGroupID, VertexInstanceIDs: TArray, NewEdgeIDs: $Ref>) : UE.TriangleID;
/*
*Adds a new triangle to the mesh with the given ID. This will also make an encapsulating polygon, and any missing edges.
*/
CreateTriangleWithID(TriangleID: UE.TriangleID, PolygonGroupID: UE.PolygonGroupID, VertexInstanceIDs: TArray, NewEdgeIDs: $Ref>) : void;
/*
*Adds a new vertex to the mesh and returns its ID
*/
CreateVertex() : UE.VertexID;
/*
*Adds a new vertex instance to the mesh and returns its ID
*/
CreateVertexInstance(VertexID: UE.VertexID) : UE.VertexInstanceID;
/*
*Adds a new vertex instance to the mesh with the given ID
*/
CreateVertexInstanceWithID(VertexInstanceID: UE.VertexInstanceID, VertexID: UE.VertexID) : void;
/*
*Adds a new vertex to the mesh with the given ID
*/
CreateVertexWithID(VertexID: UE.VertexID) : void;
/*
*Deletes an edge from a mesh
*/
DeleteEdge(EdgeID: UE.EdgeID, OrphanedVertices: $Ref>) : void;
/*
*Deletes a polygon from the mesh
*/
DeletePolygon(PolygonID: UE.PolygonID, OrphanedEdges: $Ref>, OrphanedVertexInstances: $Ref>, OrphanedPolygonGroups: $Ref>) : void;
/*
*Deletes a polygon group from the mesh
*/
DeletePolygonGroup(PolygonGroupID: UE.PolygonGroupID) : void;
/*
*Deletes a triangle from the mesh
*/
DeleteTriangle(TriangleID: UE.TriangleID, OrphanedEdges: $Ref>, OrphanedVertexInstances: $Ref>, OrphanedPolygonGroupsPtr: $Ref>) : void;
/*
*Deletes a vertex from the mesh
*/
DeleteVertex(VertexID: UE.VertexID) : void;
/*
*Deletes a vertex instance from a mesh
*/
DeleteVertexInstance(VertexInstanceID: UE.VertexInstanceID, OrphanedVertices: $Ref>) : void;
/*
*Empty the mesh description
*/
Empty() : void;
/*
*Returns the polygons connected to this edge
*/
GetEdgeConnectedPolygons(EdgeID: UE.EdgeID, OutConnectedPolygonIDs: $Ref>) : void;
/*
*Returns reference to an array of triangle IDs connected to this edge
*/
GetEdgeConnectedTriangles(EdgeID: UE.EdgeID, OutConnectedTriangleIDs: $Ref>) : void;
/*
*Returns the number of edges
*/
GetEdgeCount() : number;
/*
*Returns the vertex ID corresponding to one of the edge endpoints
*/
GetEdgeVertex(EdgeID: UE.EdgeID, VertexNumber: number) : UE.VertexID;
/*
*Returns a pair of vertex IDs defining the edge
*/
GetEdgeVertices(EdgeID: UE.EdgeID, OutVertexIDs: $Ref>) : void;
/*
*Returns the number of polygons connected to this edge
*/
GetNumEdgeConnectedPolygons(EdgeID: UE.EdgeID) : number;
/*
*Returns the number of triangles connected to this edge
*/
GetNumEdgeConnectedTriangles(EdgeID: UE.EdgeID) : number;
/*
*Returns the number of polygons in this polygon group
*/
GetNumPolygonGroupPolygons(PolygonGroupID: UE.PolygonGroupID) : number;
/*
*Return the number of internal edges in this polygon
*/
GetNumPolygonInternalEdges(PolygonID: UE.PolygonID) : number;
/*
*Return the number of triangles which comprise this polygon
*/
GetNumPolygonTriangles(PolygonID: UE.PolygonID) : number;
/*
*Returns the number of vertices this polygon has
*/
GetNumPolygonVertices(PolygonID: UE.PolygonID) : number;
/*
*Returns number of edges connected to this vertex
*/
GetNumVertexConnectedEdges(VertexID: UE.VertexID) : number;
/*
*Returns the number of polygons connected to this vertex
*/
GetNumVertexConnectedPolygons(VertexID: UE.VertexID) : number;
/*
*Returns number of triangles connected to this vertex
*/
GetNumVertexConnectedTriangles(VertexID: UE.VertexID) : number;
/*
*Returns the number of polygons connected to this vertex instance.
*/
GetNumVertexInstanceConnectedPolygons(VertexInstanceID: UE.VertexInstanceID) : number;
/*
*Returns the number of triangles connected to this vertex instance
*/
GetNumVertexInstanceConnectedTriangles(VertexInstanceID: UE.VertexInstanceID) : number;
/*
*Returns number of vertex instances created from this vertex
*/
GetNumVertexVertexInstances(VertexID: UE.VertexID) : number;
/*
*Populates the passed array with adjacent polygons
*/
GetPolygonAdjacentPolygons(PolygonID: UE.PolygonID, OutPolygonIDs: $Ref>) : void;
/*
*Returns the number of polygons
*/
GetPolygonCount() : number;
/*
*Returns the number of polygon groups
*/
GetPolygonGroupCount() : number;
/*
*Returns the polygons associated with the given polygon group
*/
GetPolygonGroupPolygons(PolygonGroupID: UE.PolygonGroupID, OutPolygonIDs: $Ref>) : void;
/*
*Populate the provided array with a list of edges which are internal to the polygon, i.e. those which separate
* constituent triangles.
*/
GetPolygonInternalEdges(PolygonID: UE.PolygonID, OutEdgeIDs: $Ref>) : void;
/*
*Returns the edges which form the polygon perimeter
*/
GetPolygonPerimeterEdges(PolygonID: UE.PolygonID, OutEdgeIDs: $Ref>) : void;
/*
*Return the polygon group associated with a polygon
*/
GetPolygonPolygonGroup(PolygonID: UE.PolygonID) : UE.PolygonGroupID;
/*
*Return reference to an array of triangle IDs which comprise this polygon
*/
GetPolygonTriangles(PolygonID: UE.PolygonID, OutTriangleIDs: $Ref>) : void;
/*
*Returns reference to an array of VertexInstance IDs forming the perimeter of this polygon
*/
GetPolygonVertexInstances(PolygonID: UE.PolygonID, OutVertexInstanceIDs: $Ref>) : void;
/*
*Returns the vertices which form the polygon perimeter
*/
GetPolygonVertices(PolygonID: UE.PolygonID, OutVertexIDs: $Ref>) : void;
/*
*Returns the adjacent triangles to this triangle
*/
GetTriangleAdjacentTriangles(TriangleID: UE.TriangleID, OutTriangleIDs: $Ref>) : void;
/*
*Returns the number of triangles
*/
GetTriangleCount() : number;
/*
*Returns the edges which define this triangle
*/
GetTriangleEdges(TriangleID: UE.TriangleID, OutEdgeIDs: $Ref>) : void;
/*
*Get the polygon which contains this triangle
*/
GetTrianglePolygon(TriangleID: UE.TriangleID) : UE.PolygonID;
/*
*Get the polygon group which contains this triangle
*/
GetTrianglePolygonGroup(TriangleID: UE.TriangleID) : UE.PolygonGroupID;
/*
*Get the specified vertex instance by index
*/
GetTriangleVertexInstance(TriangleID: UE.TriangleID, Index: number) : UE.VertexInstanceID;
/*
*Get the vertex instances which define this triangle
*/
GetTriangleVertexInstances(TriangleID: UE.TriangleID, OutVertexInstanceIDs: $Ref>) : void;
/*
*Returns the vertices which define this triangle
*/
GetTriangleVertices(TriangleID: UE.TriangleID, OutVertexIDs: $Ref>) : void;
/*
*Returns the vertices adjacent to this vertex
*/
GetVertexAdjacentVertices(VertexID: UE.VertexID, OutAdjacentVertexIDs: $Ref>) : void;
/*
*Returns reference to an array of Edge IDs connected to this vertex
*/
GetVertexConnectedEdges(VertexID: UE.VertexID, OutEdgeIDs: $Ref>) : void;
/*
*Returns the polygons connected to this vertex
*/
GetVertexConnectedPolygons(VertexID: UE.VertexID, OutConnectedPolygonIDs: $Ref>) : void;
/*
*Returns the triangles connected to this vertex
*/
GetVertexConnectedTriangles(VertexID: UE.VertexID, OutConnectedTriangleIDs: $Ref>) : void;
/*
*Returns the number of vertices
*/
GetVertexCount() : number;
/*
*Returns the polygons connected to this vertex instance
*/
GetVertexInstanceConnectedPolygons(VertexInstanceID: UE.VertexInstanceID, OutConnectedPolygonIDs: $Ref>) : void;
/*
*Returns reference to an array of Triangle IDs connected to this vertex instance
*/
GetVertexInstanceConnectedTriangles(VertexInstanceID: UE.VertexInstanceID, OutConnectedTriangleIDs: $Ref>) : void;
/*
*Returns the number of vertex instances
*/
GetVertexInstanceCount() : number;
/*
*Return the vertex instance which corresponds to the given vertex on the given polygon, or INDEX_NONE
*/
GetVertexInstanceForPolygonVertex(PolygonID: UE.PolygonID, VertexID: UE.VertexID) : UE.VertexInstanceID;
/*
*Return the vertex instance which corresponds to the given vertex on the given triangle, or INDEX_NONE
*/
GetVertexInstanceForTriangleVertex(TriangleID: UE.TriangleID, VertexID: UE.VertexID) : UE.VertexInstanceID;
/*
*Returns the edge ID defined by the two given vertex instance IDs, if there is one; otherwise INDEX_NONE
*/
GetVertexInstancePairEdge(VertexInstanceID0: UE.VertexInstanceID, VertexInstanceID1: UE.VertexInstanceID) : UE.EdgeID;
/*
*Returns the vertex ID associated with the given vertex instance
*/
GetVertexInstanceVertex(VertexInstanceID: UE.VertexInstanceID) : UE.VertexID;
/*
*Returns the edge ID defined by the two given vertex IDs, if there is one; otherwise INDEX_NONE
*/
GetVertexPairEdge(VertexID0: UE.VertexID, VertexID1: UE.VertexID) : UE.EdgeID;
/*
*Gets a vertex position
*/
GetVertexPosition(VertexID: UE.VertexID) : UE.Vector;
/*
*Returns reference to an array of VertexInstance IDs instanced from this vertex
*/
GetVertexVertexInstances(VertexID: UE.VertexID, OutVertexInstanceIDs: $Ref>) : void;
/*
*Determine whether a given edge is an internal edge between triangles of a polygon
*/
IsEdgeInternal(EdgeID: UE.EdgeID) : boolean;
/*
*Determine whether a given edge is an internal edge between triangles of a specific polygon
*/
IsEdgeInternalToPolygon(EdgeID: UE.EdgeID, PolygonID: UE.PolygonID) : boolean;
/*
*Returns whether the passed edge ID is valid
*/
IsEdgeValid(EdgeID: UE.EdgeID) : boolean;
/*
*Return whether the mesh description is empty
*/
IsEmpty() : boolean;
/*
*Returns whether the passed polygon group ID is valid
*/
IsPolygonGroupValid(PolygonGroupID: UE.PolygonGroupID) : boolean;
/*
*Returns whether the passed polygon ID is valid
*/
IsPolygonValid(PolygonID: UE.PolygonID) : boolean;
/*
*Determines if this triangle is part of an n-gon
*/
IsTrianglePartOfNgon(TriangleID: UE.TriangleID) : boolean;
/*
*Returns whether the passed triangle ID is valid
*/
IsTriangleValid(TriangleID: UE.TriangleID) : boolean;
/*
*Returns whether the passed vertex instance ID is valid
*/
IsVertexInstanceValid(VertexInstanceID: UE.VertexInstanceID) : boolean;
/*
*Returns whether a given vertex is orphaned, i.e. it doesn't form part of any polygon
*/
IsVertexOrphaned(VertexID: UE.VertexID) : boolean;
/*
*Returns whether the passed vertex ID is valid
*/
IsVertexValid(VertexID: UE.VertexID) : boolean;
/*
*Reserves space for this number of new edges
*/
ReserveNewEdges(NumberOfNewEdges: number) : void;
/*
*Reserves space for this number of new polygon groups
*/
ReserveNewPolygonGroups(NumberOfNewPolygonGroups: number) : void;
/*
*Reserves space for this number of new polygons
*/
ReserveNewPolygons(NumberOfNewPolygons: number) : void;
/*
*Reserves space for this number of new triangles
*/
ReserveNewTriangles(NumberOfNewTriangles: number) : void;
/*
*Reserves space for this number of new vertex instances
*/
ReserveNewVertexInstances(NumberOfNewVertexInstances: number) : void;
/*
*Reserves space for this number of new vertices
*/
ReserveNewVertices(NumberOfNewVertices: number) : void;
/*
*Reverse the winding order of the vertices of this polygon
*/
ReversePolygonFacing(PolygonID: UE.PolygonID) : void;
/*
*Sets the polygon group associated with a polygon
*/
SetPolygonPolygonGroup(PolygonID: UE.PolygonID, PolygonGroupID: UE.PolygonGroupID) : void;
/*
*Set the vertex instance at the given index around the polygon to the new value
*/
SetPolygonVertexInstances(PolygonID: UE.PolygonID, VertexInstanceIDs: TArray) : void;
/*
*Sets a vertex position
*/
SetVertexPosition(VertexID: UE.VertexID, Position: UE.Vector) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MeshDescriptionBase;
static Load(InName: string): MeshDescriptionBase;
__tid_MeshDescriptionBase_0__: boolean;
}
class MeshDescriptionBaseBulkData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
PreallocatedMeshDescription_EditorOnly: UE.MeshDescriptionBase;
MeshDescription_EditorOnly: UE.MeshDescriptionBase;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MeshDescriptionBaseBulkData;
static Load(InName: string): MeshDescriptionBaseBulkData;
__tid_MeshDescriptionBaseBulkData_0__: boolean;
}
class SkeletalMeshDescriptionBulkData extends UE.MeshDescriptionBaseBulkData {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SkeletalMeshDescriptionBulkData;
static Load(InName: string): SkeletalMeshDescriptionBulkData;
__tid_SkeletalMeshDescriptionBulkData_0__: boolean;
}
class SkeletalMeshSourceModel {
constructor();
constructor(TriangleCount: number, VertexCount: number, Bounds: UE.BoxSphereBounds, CachedSkinWeightProfileNames: TArray, CachedMorphTargetNames: TArray, MeshDescriptionBulkData: UE.SkeletalMeshDescriptionBulkData);
TriangleCount: number;
VertexCount: number;
Bounds: UE.BoxSphereBounds;
CachedSkinWeightProfileNames: TArray;
CachedMorphTargetNames: TArray;
MeshDescriptionBulkData: UE.SkeletalMeshDescriptionBulkData;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SkeletalMeshSourceModel_0__: boolean;
}
class SkeletalMeshEditorData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SkeletalMeshEditorData;
static Load(InName: string): SkeletalMeshEditorData;
__tid_SkeletalMeshEditorData_0__: boolean;
}
class MaterialInterfaceEditorOnlyData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialInterfaceEditorOnlyData;
static Load(InName: string): MaterialInterfaceEditorOnlyData;
__tid_MaterialInterfaceEditorOnlyData_0__: boolean;
}
class SubsurfaceProfileStruct {
constructor();
constructor(SurfaceAlbedo: UE.LinearColor, MeanFreePathColor: UE.LinearColor, MeanFreePathDistance: number, WorldUnitScale: number, bEnableBurley: boolean, bEnableMeanFreePath: boolean, Tint: UE.LinearColor, ScatterRadius: number, SubsurfaceColor: UE.LinearColor, FalloffColor: UE.LinearColor, BoundaryColorBleed: UE.LinearColor, ExtinctionScale: number, NormalScale: number, ScatteringDistribution: number, IOR: number, Roughness0: number, Roughness1: number, LobeMix: number, TransmissionTintColor: UE.LinearColor);
SurfaceAlbedo: UE.LinearColor;
MeanFreePathColor: UE.LinearColor;
MeanFreePathDistance: number;
WorldUnitScale: number;
bEnableBurley: boolean;
bEnableMeanFreePath: boolean;
Tint: UE.LinearColor;
ScatterRadius: number;
SubsurfaceColor: UE.LinearColor;
FalloffColor: UE.LinearColor;
BoundaryColorBleed: UE.LinearColor;
ExtinctionScale: number;
NormalScale: number;
ScatteringDistribution: number;
IOR: number;
Roughness0: number;
Roughness1: number;
LobeMix: number;
TransmissionTintColor: UE.LinearColor;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SubsurfaceProfileStruct_0__: boolean;
}
class SubsurfaceProfile extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Settings: UE.SubsurfaceProfileStruct;
Guid: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SubsurfaceProfile;
static Load(InName: string): SubsurfaceProfile;
__tid_SubsurfaceProfile_0__: boolean;
}
enum ESpecularProfileFormat { ViewLightVector, HalfVector, ESpecularProfileFormat_MAX, __typeKeyDoNoAccess}
class KeyHandleMap {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_KeyHandleMap_0__: boolean;
}
class IndexedCurve {
constructor();
constructor(KeyHandlesToIndices: UE.KeyHandleMap);
KeyHandlesToIndices: UE.KeyHandleMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_IndexedCurve_0__: boolean;
}
enum ERichCurveExtrapolation { RCCE_Cycle, RCCE_CycleWithOffset, RCCE_Oscillate, RCCE_Linear, RCCE_Constant, RCCE_None, RCCE_MAX, __typeKeyDoNoAccess}
class RealCurve extends UE.IndexedCurve {
constructor();
constructor(DefaultValue: number, PreInfinityExtrap: UE.ERichCurveExtrapolation, PostInfinityExtrap: UE.ERichCurveExtrapolation);
DefaultValue: number;
PreInfinityExtrap: UE.ERichCurveExtrapolation;
PostInfinityExtrap: UE.ERichCurveExtrapolation;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RealCurve_0__: boolean;
}
enum ERichCurveInterpMode { RCIM_Linear, RCIM_Constant, RCIM_Cubic, RCIM_None, RCIM_MAX, __typeKeyDoNoAccess}
enum ERichCurveTangentMode { RCTM_Auto, RCTM_User, RCTM_Break, RCTM_None, RCTM_SmartAuto, RCTM_MAX, __typeKeyDoNoAccess}
enum ERichCurveTangentWeightMode { RCTWM_WeightedNone, RCTWM_WeightedArrive, RCTWM_WeightedLeave, RCTWM_WeightedBoth, RCTWM_MAX, __typeKeyDoNoAccess}
class RichCurveKey {
constructor();
constructor(InterpMode: UE.ERichCurveInterpMode, TangentMode: UE.ERichCurveTangentMode, TangentWeightMode: UE.ERichCurveTangentWeightMode, Time: number, Value: number, ArriveTangent: number, ArriveTangentWeight: number, LeaveTangent: number, LeaveTangentWeight: number);
InterpMode: UE.ERichCurveInterpMode;
TangentMode: UE.ERichCurveTangentMode;
TangentWeightMode: UE.ERichCurveTangentWeightMode;
Time: number;
Value: number;
ArriveTangent: number;
ArriveTangentWeight: number;
LeaveTangent: number;
LeaveTangentWeight: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RichCurveKey_0__: boolean;
}
class RichCurve extends UE.RealCurve {
constructor();
constructor(Keys: TArray);
Keys: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RichCurve_0__: boolean;
}
class CurveBase extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
AssetImportData_EditorOnly: UE.AssetImportData;
ImportPath_EditorOnly: string;
/*
*Get the time range across all curves
*/
GetTimeRange(MinTime: $Ref, MaxTime: $Ref) : void;
/*
*Get the value range across all curves
*/
GetValueRange(MinValue: $Ref, MaxValue: $Ref) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): CurveBase;
static Load(InName: string): CurveBase;
__tid_CurveBase_0__: boolean;
}
class CurveLinearColor extends UE.CurveBase {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
FloatCurves: FixSizeArray;
AdjustHue: number;
AdjustSaturation: number;
AdjustBrightness: number;
AdjustBrightnessCurve: number;
AdjustVibrance: number;
AdjustMinAlpha: number;
AdjustMaxAlpha: number;
GetClampedLinearColorValue(InTime: number) : UE.LinearColor;
GetLinearColorValue(InTime: number) : UE.LinearColor;
GetUnadjustedLinearColorValue(InTime: number) : UE.LinearColor;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): CurveLinearColor;
static Load(InName: string): CurveLinearColor;
__tid_CurveLinearColor_0__: boolean;
}
class RuntimeCurveLinearColor {
constructor();
constructor(ColorCurves: FixSizeArray, ExternalCurve: UE.CurveLinearColor);
ColorCurves: FixSizeArray;
ExternalCurve: UE.CurveLinearColor;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_RuntimeCurveLinearColor_0__: boolean;
}
class SpecularProfileStruct {
constructor();
constructor(Format: UE.ESpecularProfileFormat, ViewColor: UE.RuntimeCurveLinearColor, LightColor: UE.RuntimeCurveLinearColor, Texture: UE.Texture2D);
Format: UE.ESpecularProfileFormat;
ViewColor: UE.RuntimeCurveLinearColor;
LightColor: UE.RuntimeCurveLinearColor;
Texture: UE.Texture2D;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SpecularProfileStruct_0__: boolean;
}
class SpecularProfile extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Settings: UE.SpecularProfileStruct;
Guid: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): SpecularProfile;
static Load(InName: string): SpecularProfile;
__tid_SpecularProfile_0__: boolean;
}
enum ENeuralProfileFormat { Type32, Type16, ENeuralProfileFormat_MAX, __typeKeyDoNoAccess}
enum ENeuralProfileRuntimeType { NNERuntimeORTDml, NNERuntimeRDGHlsl, MAX, __typeKeyDoNoAccess}
enum ENeuralModelTileType { OneByOne, TwoByTwo, FourByFour, EightByEight, Auto, ENeuralModelTileType_MAX, __typeKeyDoNoAccess}
enum ETileOverlapResolveType { Ignore, Feathering, ETileOverlapResolveType_MAX, __typeKeyDoNoAccess}
class NeuralProfileStruct {
constructor();
constructor(InputFormat: UE.ENeuralProfileFormat, OutputFormat: UE.ENeuralProfileFormat, RuntimeType: UE.ENeuralProfileRuntimeType, NNEModelData: UE.Object, InputDimension: UE.IntVector4, OutputDimension: UE.IntVector4, BatchSizeOverride: number, TileSize: UE.ENeuralModelTileType, TileOverlap: UE.IntPoint, TileOverlapResolveType: UE.ETileOverlapResolveType);
InputFormat: UE.ENeuralProfileFormat;
OutputFormat: UE.ENeuralProfileFormat;
RuntimeType: UE.ENeuralProfileRuntimeType;
NNEModelData: UE.Object;
InputDimension: UE.IntVector4;
OutputDimension: UE.IntVector4;
BatchSizeOverride: number;
TileSize: UE.ENeuralModelTileType;
TileOverlap: UE.IntPoint;
TileOverlapResolveType: UE.ETileOverlapResolveType;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_NeuralProfileStruct_0__: boolean;
}
class NeuralProfile extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Settings: UE.NeuralProfileStruct;
Guid: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): NeuralProfile;
static Load(InName: string): NeuralProfile;
__tid_NeuralProfile_0__: boolean;
}
class LightmassMaterialInterfaceSettings {
constructor();
constructor(EmissiveBoost: number, DiffuseBoost: number, ExportResolutionScale: number, bCastShadowAsMasked: boolean, bOverrideCastShadowAsMasked: boolean, bOverrideEmissiveBoost: boolean, bOverrideDiffuseBoost: boolean, bOverrideExportResolutionScale: boolean);
EmissiveBoost: number;
DiffuseBoost: number;
ExportResolutionScale: number;
bCastShadowAsMasked: boolean;
bOverrideCastShadowAsMasked: boolean;
bOverrideEmissiveBoost: boolean;
bOverrideDiffuseBoost: boolean;
bOverrideExportResolutionScale: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_LightmassMaterialInterfaceSettings_0__: boolean;
}
class MaterialTextureInfo {
constructor();
constructor(SamplingScale: number, UVChannelIndex: number, TextureName: string, TextureReference: UE.SoftObjectPath, TextureIndex: number);
SamplingScale: number;
UVChannelIndex: number;
TextureName: string;
TextureReference: UE.SoftObjectPath;
TextureIndex: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialTextureInfo_0__: boolean;
}
class PhysicalMaterialMask extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
AssetImportData_EditorOnly: UE.AssetImportData;
MaskTexture_EditorOnly: UE.Texture;
UVChannelIndex: number;
AddressX: UE.TextureAddress;
AddressY: UE.TextureAddress;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): PhysicalMaterialMask;
static Load(InName: string): PhysicalMaterialMask;
__tid_PhysicalMaterialMask_0__: boolean;
}
enum EMaterialParameterAssociation { LayerParameter, BlendParameter, GlobalParameter, EMaterialParameterAssociation_MAX, __typeKeyDoNoAccess}
class MaterialFunctionInterfaceEditorOnlyData extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialFunctionInterfaceEditorOnlyData;
static Load(InName: string): MaterialFunctionInterfaceEditorOnlyData;
__tid_MaterialFunctionInterfaceEditorOnlyData_0__: boolean;
}
enum EMaterialFunctionUsage { Default, MaterialLayer, MaterialLayerBlend, EMaterialFunctionUsage_MAX, __typeKeyDoNoAccess}
class MaterialFunctionInterface extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
EditorOnlyData_EditorOnly: UE.MaterialFunctionInterfaceEditorOnlyData;
StateId: UE.Guid;
MaterialFunctionUsage: UE.EMaterialFunctionUsage;
CombinedInputTypes_EditorOnly: number;
CombinedOutputTypes_EditorOnly: number;
ThumbnailInfo_EditorOnly: UE.ThumbnailInfo;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialFunctionInterface;
static Load(InName: string): MaterialFunctionInterface;
__tid_MaterialFunctionInterface_0__: boolean;
}
class MaterialParameterInfo {
constructor();
constructor(Name: string, Association: UE.EMaterialParameterAssociation, Index: number);
Name: string;
Association: UE.EMaterialParameterAssociation;
Index: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialParameterInfo_0__: boolean;
}
enum EBlendMode { BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate, BLEND_AlphaComposite, BLEND_AlphaHoldout, BLEND_TranslucentColoredTransmittance, BLEND_MAX, BLEND_TranslucentGreyTransmittance, BLEND_ColoredTransmittanceOnly, __typeKeyDoNoAccess}
enum EMaterialDomain { MD_Surface, MD_DeferredDecal, MD_LightFunction, MD_Volume, MD_PostProcess, MD_UI, MD_RuntimeVirtualTexture, MD_MAX, __typeKeyDoNoAccess}
enum EDecalBlendMode { DBM_Translucent, DBM_Stain, DBM_Normal, DBM_Emissive, DBM_DBuffer_ColorNormalRoughness, DBM_DBuffer_Color, DBM_DBuffer_ColorNormal, DBM_DBuffer_ColorRoughness, DBM_DBuffer_Normal, DBM_DBuffer_NormalRoughness, DBM_DBuffer_Roughness, DBM_DBuffer_Emissive, DBM_DBuffer_AlphaComposite, DBM_DBuffer_EmissiveAlphaComposite, DBM_Volumetric_DistanceFunction, DBM_AlphaComposite, DBM_AmbientOcclusion, DBM_MAX, __typeKeyDoNoAccess}
enum EMaterialDecalResponse { MDR_None, MDR_ColorNormalRoughness, MDR_Color, MDR_ColorNormal, MDR_ColorRoughness, MDR_Normal, MDR_NormalRoughness, MDR_Roughness, MDR_MAX, __typeKeyDoNoAccess}
class MaterialOverrideNanite {
constructor();
constructor(bEnableOverride: boolean, OverrideMaterialEditor: UE.MaterialInterface, OverrideMaterial: UE.MaterialInterface, OverrideMaterialRef: TSoftObjectPtr);
bEnableOverride: boolean;
OverrideMaterialEditor: UE.MaterialInterface;
OverrideMaterial: UE.MaterialInterface;
OverrideMaterialRef: TSoftObjectPtr;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialOverrideNanite_0__: boolean;
}
class DisplacementScaling {
constructor();
constructor(Magnitude: number, Center: number);
Magnitude: number;
Center: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_DisplacementScaling_0__: boolean;
}
class DisplacementFadeRange {
constructor();
constructor(StartSizePixels: number, EndSizePixels: number);
StartSizePixels: number;
EndSizePixels: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_DisplacementFadeRange_0__: boolean;
}
enum EMaterialShadingModel { MSM_Unlit, MSM_DefaultLit, MSM_Subsurface, MSM_PreintegratedSkin, MSM_ClearCoat, MSM_SubsurfaceProfile, MSM_TwoSidedFoliage, MSM_Hair, MSM_Cloth, MSM_Eye, MSM_SingleLayerWater, MSM_ThinTranslucent, MSM_Strata, MSM_NUM, MSM_FromMaterialExpression, MSM_MAX, __typeKeyDoNoAccess}
class MaterialShadingModelField {
constructor();
constructor(ShadingModelField: number);
ShadingModelField: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialShadingModelField_0__: boolean;
}
enum EMaterialTranslucencyPass { MTP_BeforeDOF, MTP_AfterDOF, MTP_AfterMotionBlur, MTP_MAX, __typeKeyDoNoAccess}
enum ETranslucencyLightingMode { TLM_VolumetricNonDirectional, TLM_VolumetricDirectional, TLM_VolumetricPerVertexNonDirectional, TLM_VolumetricPerVertexDirectional, TLM_Surface, TLM_SurfacePerPixelLighting, TLM_MAX, __typeKeyDoNoAccess}
enum EMaterialFloatPrecisionMode { MFPM_Default, MFPM_Full_MaterialExpressionOnly, MFPM_Full, MFPM_Half, MFPM_MAX, __typeKeyDoNoAccess}
enum EMaterialShadingRate { MSR_1x1, MSR_2x1, MSR_1x2, MSR_2x2, MSR_4x2, MSR_2x4, MSR_4x4, MSR_Count, MSR_MAX, __typeKeyDoNoAccess}
enum EBlendableLocation { BL_SceneColorBeforeDOF, BL_SceneColorAfterDOF, BL_TranslucencyAfterDOF, BL_SSRInput, BL_SceneColorBeforeBloom, BL_ReplacingTonemapper, BL_SceneColorAfterTonemapping, BL_MAX, BL_BeforeTranslucency, BL_BeforeTonemapping, BL_AfterTonemapping, __typeKeyDoNoAccess}
enum EMaterialStencilCompare { MSC_Less, MSC_LessEqual, MSC_Greater, MSC_GreaterEqual, MSC_Equal, MSC_NotEqual, MSC_Never, MSC_Always, MSC_Count, MSC_MAX, __typeKeyDoNoAccess}
enum ERefractionMode { RM_IndexOfRefraction, RM_PixelNormalOffset, RM_2DOffset, RM_None, RM_MAX, __typeKeyDoNoAccess}
enum ERefractionCoverageMode { RCM_CoverageIgnored, RCM_CoverageAccountedFor, RCM_MAX, __typeKeyDoNoAccess}
enum EPixelDepthOffsetMode { PDOM_Legacy, PDOM_AlongCameraVector, PDOM_MAX, __typeKeyDoNoAccess}
enum EEdGraphPinDirection { EGPD_Input, EGPD_Output, EGPD_MAX, __typeKeyDoNoAccess}
class EdGraphTerminalType {
constructor();
constructor(TerminalCategory: string, TerminalSubCategory: string, TerminalSubCategoryObject: TWeakObjectPtr, bTerminalIsConst: boolean, bTerminalIsWeakPointer: boolean, bTerminalIsUObjectWrapper: boolean);
TerminalCategory: string;
TerminalSubCategory: string;
TerminalSubCategoryObject: TWeakObjectPtr;
bTerminalIsConst: boolean;
bTerminalIsWeakPointer: boolean;
bTerminalIsUObjectWrapper: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_EdGraphTerminalType_0__: boolean;
}
enum EPinContainerType { None, Array, Set, Map, EPinContainerType_MAX, __typeKeyDoNoAccess}
class EdGraphPinType {
constructor();
constructor(PinCategory: string, PinSubCategory: string, PinSubCategoryObject: TWeakObjectPtr, PinSubCategoryMemberReference: UE.SimpleMemberReference, PinValueType: UE.EdGraphTerminalType, ContainerType: UE.EPinContainerType, bIsArray: boolean, bIsReference: boolean, bIsConst: boolean, bIsWeakPointer: boolean, bIsUObjectWrapper: boolean, bSerializeAsSinglePrecisionFloat: boolean);
PinCategory: string;
PinSubCategory: string;
PinSubCategoryObject: TWeakObjectPtr;
PinSubCategoryMemberReference: UE.SimpleMemberReference;
PinValueType: UE.EdGraphTerminalType;
ContainerType: UE.EPinContainerType;
bIsArray: boolean;
bIsReference: boolean;
bIsConst: boolean;
bIsWeakPointer: boolean;
bIsUObjectWrapper: boolean;
bSerializeAsSinglePrecisionFloat: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_EdGraphPinType_0__: boolean;
}
class EdGraphPin_Deprecated extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
PinName: string;
PinFriendlyName_EditorOnly: string;
PinToolTip: string;
Direction: UE.EEdGraphPinDirection;
PinType: UE.EdGraphPinType;
DefaultValue: string;
AutogeneratedDefaultValue: string;
DefaultObject: UE.Object;
DefaultTextValue: string;
LinkedTo: TArray;
SubPins: TArray;
ParentPin: UE.EdGraphPin_Deprecated;
ReferencePassThroughConnection: UE.EdGraphPin_Deprecated;
bHidden_EditorOnly: boolean;
bNotConnectable_EditorOnly: boolean;
bDefaultValueIsReadOnly_EditorOnly: boolean;
bDefaultValueIsIgnored_EditorOnly: boolean;
bAdvancedView_EditorOnly: boolean;
bDisplayAsMutableRef_EditorOnly: boolean;
PersistentGuid_EditorOnly: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): EdGraphPin_Deprecated;
static Load(InName: string): EdGraphPin_Deprecated;
__tid_EdGraphPin_Deprecated_0__: boolean;
}
enum ENodeAdvancedPins { NoPins, Shown, Hidden, ENodeAdvancedPins_MAX, __typeKeyDoNoAccess}
enum ENodeEnabledState { Enabled, Disabled, DevelopmentOnly, ENodeEnabledState_MAX, __typeKeyDoNoAccess}
class EdGraphNode extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
DeprecatedPins: TArray;
NodePosX: number;
NodePosY: number;
NodeWidth: number;
NodeHeight: number;
AdvancedPinDisplay: UE.ENodeAdvancedPins;
EnabledState: UE.ENodeEnabledState;
bDisplayAsDisabled: boolean;
bUserSetEnabledState: boolean;
bIsNodeEnabled_EditorOnly: boolean;
bCanResizeNode_EditorOnly: boolean;
bIsIntermediateNode: boolean;
bHasCompilerMessage: boolean;
bCommentBubblePinned_EditorOnly: boolean;
bCommentBubbleVisible_EditorOnly: boolean;
bCommentBubbleMakeVisible_EditorOnly: boolean;
bCanRenameNode_EditorOnly: boolean;
NodeUpgradeMessage_EditorOnly: string;
NodeComment: string;
ErrorType: number;
ErrorMsg: string;
NodeGuid: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): EdGraphNode;
static Load(InName: string): EdGraphNode;
__tid_EdGraphNode_0__: boolean;
}
class ExpressionInput {
constructor();
constructor(Expression: UE.MaterialExpression, OutputIndex: number, InputName: string, Mask: number, MaskR: number, MaskG: number, MaskB: number, MaskA: number);
Expression: UE.MaterialExpression;
OutputIndex: number;
InputName: string;
Mask: number;
MaskR: number;
MaskG: number;
MaskB: number;
MaskA: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ExpressionInput_0__: boolean;
}
enum EFunctionInputType { FunctionInput_Scalar, FunctionInput_Vector2, FunctionInput_Vector3, FunctionInput_Vector4, FunctionInput_Texture2D, FunctionInput_TextureCube, FunctionInput_Texture2DArray, FunctionInput_VolumeTexture, FunctionInput_StaticBool, FunctionInput_MaterialAttributes, FunctionInput_TextureExternal, FunctionInput_Bool, FunctionInput_Substrate, FunctionInput_MAX, __typeKeyDoNoAccess}
class Vector4f {
constructor();
constructor(X: number, Y: number, Z: number, W: number);
X: number;
Y: number;
Z: number;
W: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector4f_0__: boolean;
}
class MaterialExpressionFunctionInput extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Preview: UE.ExpressionInput;
InputName: string;
Description: string;
Id: UE.Guid;
InputType: UE.EFunctionInputType;
PreviewValue: UE.Vector4f;
bUsePreviewValueAsDefault: boolean;
SortPriority: number;
bCompilingFunctionPreview: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionFunctionInput;
static Load(InName: string): MaterialExpressionFunctionInput;
__tid_MaterialExpressionFunctionInput_0__: boolean;
}
class FunctionExpressionInput {
constructor();
constructor(ExpressionInput: UE.MaterialExpressionFunctionInput, ExpressionInputId: UE.Guid, Input: UE.ExpressionInput);
ExpressionInput: UE.MaterialExpressionFunctionInput;
ExpressionInputId: UE.Guid;
Input: UE.ExpressionInput;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_FunctionExpressionInput_0__: boolean;
}
class MaterialExpressionFunctionOutput extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
OutputName: string;
Description: string;
SortPriority: number;
A: UE.ExpressionInput;
bLastPreviewed: boolean;
Id: UE.Guid;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionFunctionOutput;
static Load(InName: string): MaterialExpressionFunctionOutput;
__tid_MaterialExpressionFunctionOutput_0__: boolean;
}
class ExpressionOutput {
constructor();
constructor(OutputName: string, Mask: number, MaskR: number, MaskG: number, MaskB: number, MaskA: number);
OutputName: string;
Mask: number;
MaskR: number;
MaskG: number;
MaskB: number;
MaskA: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ExpressionOutput_0__: boolean;
}
class FunctionExpressionOutput {
constructor();
constructor(ExpressionOutput: UE.MaterialExpressionFunctionOutput, ExpressionOutputId: UE.Guid, Output: UE.ExpressionOutput);
ExpressionOutput: UE.MaterialExpressionFunctionOutput;
ExpressionOutputId: UE.Guid;
Output: UE.ExpressionOutput;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_FunctionExpressionOutput_0__: boolean;
}
class MaterialExpressionMaterialFunctionCall extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
MaterialFunction: UE.MaterialFunctionInterface;
FunctionInputs: TArray;
FunctionOutputs: TArray;
FunctionParameterInfo: UE.MaterialParameterInfo;
SetMaterialFunction_EditorOnly(NewMaterialFunction: $Nullable) : boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionMaterialFunctionCall;
static Load(InName: string): MaterialExpressionMaterialFunctionCall;
__tid_MaterialExpressionMaterialFunctionCall_0__: boolean;
}
class ExpressionExecOutput {
constructor();
constructor(Expression: UE.MaterialExpression);
Expression: UE.MaterialExpression;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ExpressionExecOutput_0__: boolean;
}
class MaterialExpressionExecBegin extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Exec: UE.ExpressionExecOutput;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionExecBegin;
static Load(InName: string): MaterialExpressionExecBegin;
__tid_MaterialExpressionExecBegin_0__: boolean;
}
class MaterialExpressionExecEnd extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionExecEnd;
static Load(InName: string): MaterialExpressionExecEnd;
__tid_MaterialExpressionExecEnd_0__: boolean;
}
class MaterialFunction extends UE.MaterialFunctionInterface {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ParentFunction_EditorOnly: UE.MaterialFunction;
Description: string;
UserExposedCaption: string;
bExposeToLibrary: boolean;
bPrefixParameterNames: boolean;
bEnableExecWire: boolean;
bEnableNewHLSLGenerator: boolean;
LibraryCategories_EditorOnly: TArray;
LibraryCategoriesText_EditorOnly: TArray;
PreviewMaterial_EditorOnly: UE.Material;
DependentFunctionExpressionCandidates_EditorOnly: TArray;
PreviewBlendMode_EditorOnly: UE.EBlendMode;
bReentrantFlag_EditorOnly: boolean;
FunctionExpressions_EditorOnly: TArray;
FunctionEditorComments_EditorOnly: TArray;
ExpressionExecBegin_EditorOnly: UE.MaterialExpressionExecBegin;
ExpressionExecEnd_EditorOnly: UE.MaterialExpressionExecEnd;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialFunction;
static Load(InName: string): MaterialFunction;
__tid_MaterialFunction_0__: boolean;
}
class MaterialExpression extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
MaterialExpressionEditorX: number;
MaterialExpressionEditorY: number;
GraphNode: UE.EdGraphNode;
SubgraphExpression: UE.MaterialExpression;
MaterialExpressionGuid: UE.Guid;
Material: UE.Material;
Function: UE.MaterialFunction;
Desc: string;
bRealtimePreview: boolean;
bNeedToUpdatePreview: boolean;
bIsParameterExpression: boolean;
bCommentBubbleVisible: boolean;
bShowOutputNameOnPin: boolean;
bShowMaskColorsOnPin: boolean;
bHidePreviewWindow: boolean;
bCollapsed: boolean;
bShaderInputData: boolean;
bShowInputs: boolean;
bShowOutputs: boolean;
MenuCategories: TArray;
Outputs: TArray;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpression;
static Load(InName: string): MaterialExpression;
__tid_MaterialExpression_0__: boolean;
}
class MaterialExpressionComment extends UE.MaterialExpression {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
SizeX: number;
SizeY: number;
Text: string;
CommentColor: UE.LinearColor;
FontSize: number;
bCommentBubbleVisible_InDetailsPanel: boolean;
bColorCommentBubble: boolean;
bGroupMode: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialExpressionComment;
static Load(InName: string): MaterialExpressionComment;
__tid_MaterialExpressionComment_0__: boolean;
}
class ParameterGroupData {
constructor();
constructor(GroupName: string, GroupSortPriority: number);
GroupName: string;
GroupSortPriority: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ParameterGroupData_0__: boolean;
}
class MaterialInput {
constructor();
constructor(Expression: UE.MaterialExpression, OutputIndex: number, InputName: string, Mask: number, MaskR: number, MaskG: number, MaskB: number, MaskA: number);
Expression: UE.MaterialExpression;
OutputIndex: number;
InputName: string;
Mask: number;
MaskR: number;
MaskG: number;
MaskB: number;
MaskA: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialInput_0__: boolean;
}
class ColorMaterialInput extends UE.MaterialInput {
constructor();
constructor(UseConstant: boolean, Constant: UE.Color);
UseConstant: boolean;
Constant: UE.Color;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ColorMaterialInput_0__: boolean;
}
class ScalarMaterialInput extends UE.MaterialInput {
constructor();
constructor(UseConstant: boolean, Constant: number);
UseConstant: boolean;
Constant: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ScalarMaterialInput_0__: boolean;
}
class Vector3f {
constructor();
constructor(X: number, Y: number, Z: number);
X: number;
Y: number;
Z: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector3f_0__: boolean;
}
class VectorMaterialInput extends UE.MaterialInput {
constructor();
constructor(UseConstant: boolean, Constant: UE.Vector3f);
UseConstant: boolean;
Constant: UE.Vector3f;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_VectorMaterialInput_0__: boolean;
}
class Vector2MaterialInput extends UE.MaterialInput {
constructor();
constructor(UseConstant: boolean, ConstantX: number, ConstantY: number);
UseConstant: boolean;
ConstantX: number;
ConstantY: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_Vector2MaterialInput_0__: boolean;
}
class MaterialAttributesInput extends UE.ExpressionInput {
constructor();
constructor(PropertyConnectedMask: bigint);
PropertyConnectedMask: bigint;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MaterialAttributesInput_0__: boolean;
}
class ShadingModelMaterialInput extends UE.MaterialInput {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_ShadingModelMaterialInput_0__: boolean;
}
class SubstrateMaterialInput extends UE.MaterialInput {
constructor();
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SubstrateMaterialInput_0__: boolean;
}
class Material extends UE.MaterialInterface {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
PhysMaterial: UE.PhysicalMaterial;
PhysMaterialMask: UE.PhysicalMaterialMask;
PhysicalMaterialMap: FixSizeArray;
RenderTracePhysicalMaterialOutputs: TArray;
MaterialDomain: UE.EMaterialDomain;
BlendMode: UE.EBlendMode;
DecalBlendMode: UE.EDecalBlendMode;
MaterialDecalResponse: UE.EMaterialDecalResponse;
NaniteOverrideMaterial: UE.MaterialOverrideNanite;
DisplacementScaling: UE.DisplacementScaling;
DisplacementFadeRange: UE.DisplacementFadeRange;
ShadingModel: UE.EMaterialShadingModel;
bCastDynamicShadowAsMasked: boolean;
ShadingModels: UE.MaterialShadingModelField;
UsedShadingModels_EditorOnly: string;
OpacityMaskClipValue: number;
bEnableSeparateTranslucency: boolean;
bEnableResponsiveAA: boolean;
bScreenSpaceReflections: boolean;
bContactShadows: boolean;
TwoSided: boolean;
bIsThinSurface: boolean;
DitheredLODTransition: boolean;
DitherOpacityMask: boolean;
bAllowNegativeEmissiveColor: boolean;
bHasPixelAnimation: boolean;
bEnableTessellation: boolean;
bEnableDisplacementFade: boolean;
TranslucencyPass: UE.EMaterialTranslucencyPass;
TranslucencyLightingMode: UE.ETranslucencyLightingMode;
bEnableMobileSeparateTranslucency: boolean;
NumCustomizedUVs: number;
TranslucencyDirectionalLightingIntensity: number;
TranslucentShadowDensityScale: number;
TranslucentSelfShadowDensityScale: number;
TranslucentSelfShadowSecondDensityScale: number;
TranslucentSelfShadowSecondOpacity: number;
TranslucentBackscatteringExponent: number;
TranslucentMultipleScatteringExtinction: UE.LinearColor;
TranslucentShadowStartOffset: number;
bDisableDepthTest: boolean;
bWriteOnlyAlpha: boolean;
bGenerateSphericalParticleNormals: boolean;
bTangentSpaceNormal: boolean;
bUseEmissiveForDynamicAreaLighting: boolean;
bUsedAsSpecialEngineMaterial: boolean;
bUsedWithSkeletalMesh: boolean;
bUsedWithEditorCompositing: boolean;
bUsedWithParticleSprites: boolean;
bUsedWithBeamTrails: boolean;
bUsedWithMeshParticles: boolean;
bUsedWithNiagaraSprites: boolean;
bUsedWithNiagaraRibbons: boolean;
bUsedWithNiagaraMeshParticles: boolean;
bUsedWithGeometryCache: boolean;
bUsedWithStaticLighting: boolean;
bUsedWithMorphTargets: boolean;
bUsedWithSplineMeshes: boolean;
bUsedWithInstancedStaticMeshes: boolean;
bUsedWithGeometryCollections: boolean;
bUsesDistortion: boolean;
bRootNodeOverridesDefaultDistortion: boolean;
bUsedWithClothing: boolean;
bUsedWithWater: boolean;
bUsedWithHairStrands: boolean;
bUsedWithLidarPointCloud: boolean;
bUsedWithVirtualHeightfieldMesh: boolean;
bUsedWithNanite: boolean;
bUsedWithVolumetricCloud: boolean;
bUsedWithHeterogeneousVolumes: boolean;
bUsedWithUI: boolean;
bForceCompatibleWithLightFunctionAtlas: boolean;
bAutomaticallySetUsageInEditor: boolean;
bFullyRough: boolean;
bUseFullPrecision: boolean;
FloatPrecisionMode: UE.EMaterialFloatPrecisionMode;
bUseLightmapDirectionality: boolean;
bMobileEnableHighQualityBRDF: boolean;
bUseAlphaToCoverage: boolean;
bForwardRenderUsePreintegratedGFForSimpleIBL: boolean;
bUseHQForwardReflections: boolean;
bForwardBlendsSkyLightCubemaps: boolean;
bUsePlanarForwardReflections: boolean;
bNormalCurvatureToRoughness: boolean;
AllowTranslucentCustomDepthWrites: boolean;
bAllowFrontLayerTranslucency: boolean;
Wireframe: boolean;
ShadingRate: UE.EMaterialShadingRate;
bAllowVariableRateShading: boolean;
EditorX_EditorOnly: number;
EditorY_EditorOnly: number;
EditorPitch_EditorOnly: number;
EditorYaw_EditorOnly: number;
bCanMaskedBeAssumedOpaque: boolean;
bIsMasked: boolean;
bIsPreviewMaterial: boolean;
bIsFunctionPreviewMaterial: boolean;
bUseMaterialAttributes: boolean;
bEnableExecWire: boolean;
bEnableNewHLSLGenerator: boolean;
bCastRayTracedShadows: boolean;
bUseTranslucencyVertexFog: boolean;
bApplyCloudFogging: boolean;
bIsSky: boolean;
bComputeFogPerPixel: boolean;
bOutputTranslucentVelocity: boolean;
bAllowDevelopmentShaderCompile: boolean;
bIsMaterialEditorStatsMaterial: boolean;
BlendableLocation: UE.EBlendableLocation;
BlendableOutputAlpha: boolean;
UserSceneTexture: string;
UserTextureDivisor: UE.IntPoint;
ResolutionRelativeToInput: string;
bDisablePreExposureScale: boolean;
bUsedWithNeuralNetworks: boolean;
bEnableStencilTest: boolean;
StencilCompare: UE.EMaterialStencilCompare;
StencilRefValue: number;
NeuralProfileId: number;
RefractionMode: UE.ERefractionMode;
RefractionMethod: UE.ERefractionMode;
RefractionCoverageMode: UE.ERefractionCoverageMode;
PixelDepthOffsetMode: UE.EPixelDepthOffsetMode;
BlendablePriority: number;
bIsBlendable: boolean;
PreshaderGap: number;
UsageFlagWarnings: number;
RefractionDepthBias: number;
MaxWorldPositionOffsetDisplacement: number;
bAlwaysEvaluateWorldPositionOffset: boolean;
StateId: UE.Guid;
bSavedCachedExpressionData_EditorOnly: boolean;
ReferencedTextureGuids_EditorOnly: TArray;
EditorComments_EditorOnly: TArray;
ExpressionExecBegin_EditorOnly: UE.MaterialExpressionExecBegin;
ExpressionExecEnd_EditorOnly: UE.MaterialExpressionExecEnd;
Expressions_EditorOnly: TArray;
ParameterGroupData_EditorOnly: TArray;
DiffuseColor_EditorOnly: UE.ColorMaterialInput;
SpecularColor_EditorOnly: UE.ColorMaterialInput;
BaseColor_EditorOnly: UE.ColorMaterialInput;
Metallic_EditorOnly: UE.ScalarMaterialInput;
Specular_EditorOnly: UE.ScalarMaterialInput;
Roughness_EditorOnly: UE.ScalarMaterialInput;
Anisotropy_EditorOnly: UE.ScalarMaterialInput;
Normal_EditorOnly: UE.VectorMaterialInput;
Tangent_EditorOnly: UE.VectorMaterialInput;
EmissiveColor_EditorOnly: UE.ColorMaterialInput;
Opacity_EditorOnly: UE.ScalarMaterialInput;
OpacityMask_EditorOnly: UE.ScalarMaterialInput;
WorldPositionOffset_EditorOnly: UE.VectorMaterialInput;
SubsurfaceColor_EditorOnly: UE.ColorMaterialInput;
ClearCoat_EditorOnly: UE.ScalarMaterialInput;
ClearCoatRoughness_EditorOnly: UE.ScalarMaterialInput;
AmbientOcclusion_EditorOnly: UE.ScalarMaterialInput;
Refraction_EditorOnly: UE.ScalarMaterialInput;
CustomizedUVs_EditorOnly: FixSizeArray;
MaterialAttributes_EditorOnly: UE.MaterialAttributesInput;
PixelDepthOffset_EditorOnly: UE.ScalarMaterialInput;
ShadingModelFromMaterialExpression_EditorOnly: UE.ShadingModelMaterialInput;
FrontMaterial_EditorOnly: UE.SubstrateMaterialInput;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): Material;
static Load(InName: string): Material;
__tid_Material_0__: boolean;
}
class MaterialInterface extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
EditorOnlyData_EditorOnly: UE.MaterialInterfaceEditorOnlyData;
SubsurfaceProfile: UE.SubsurfaceProfile;
SubsurfaceProfiles: TArray;
SpecularProfiles: TArray;
NeuralProfile: UE.NeuralProfile;
LightmassSettings: UE.LightmassMaterialInterfaceSettings;
bTextureStreamingDataSorted_EditorOnly: boolean;
TextureStreamingDataVersion_EditorOnly: number;
TextureStreamingData: TArray;
AssetUserData: TArray;
bIncludedInBaseGame: boolean;
TextureStreamingDataMissingEntries_EditorOnly: TArray;
PreviewMesh_EditorOnly: UE.SoftObjectPath;
ThumbnailInfo_EditorOnly: UE.ThumbnailInfo;
LayerParameterExpansion_EditorOnly: TMap;
ParameterOverviewExpansion_EditorOnly: TMap;
AssetImportData_EditorOnly: UE.AssetImportData;
LightingGuid_EditorOnly: UE.Guid;
/*
*Creates and adds an instance of the provided AssetUserData class to the target asset.
*
*@param InUserDataClass UAssetUserData sub class to create
*
*@return Whether or not an instance of InUserDataClass was succesfully added
*/
AddAssetUserDataOfClass(InUserDataClass: $Nullable) : boolean;
/*
*Returns an instance of the provided AssetUserData class if it's contained in the target asset.
*
*@param InUserDataClass UAssetUserData sub class to get
*
*@return The instance of the UAssetUserData class contained, or null if it doesn't exist
*/
GetAssetUserDataOfClass(InUserDataClass: $Nullable) : UE.AssetUserData;
/*
*Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtual GetMaterial()
*/
GetBaseMaterial() : UE.Material;
GetBlendMode() : UE.EBlendMode;
/*
*Get the associated nanite override material.
*/
GetNaniteOverideMaterial() : UE.MaterialInterface;
GetParameterInfo(Association: UE.EMaterialParameterAssociation, ParameterName: string, LayerFunction: $Nullable) : UE.MaterialParameterInfo;
/*
*Return a pointer to the physical material used by this material instance.
*@return The physical material.
*/
GetPhysicalMaterial() : UE.PhysicalMaterial;
/*
*Return a pointer to the physical material from mask map at given index.
*@return The physical material.
*/
GetPhysicalMaterialFromMap(Index: number) : UE.PhysicalMaterial;
/*
*Return a pointer to the physical material mask used by this material instance.
*@return The physical material.
*/
GetPhysicalMaterialMask() : UE.PhysicalMaterialMask;
/*
*Checks whether or not an instance of the provided AssetUserData class is contained.
*
*@param InUserDataClass UAssetUserData sub class to check for
*
*@return Whether or not an instance of InUserDataClass was found
*/
HasAssetUserDataOfClass(InUserDataClass: $Nullable) : boolean;
/*
*Force the streaming system to disregard the normal logic for the specified duration and
*instead always load all mip-levels for all textures used by this material.
*
*@param OverrideForceMiplevelsToBeResident - Whether to use (true) or ignore (false) the bForceMiplevelsToBeResidentValue parameter.
*@param bForceMiplevelsToBeResidentValue - true forces all mips to stream in. false lets other factors decide what to do with the mips.
*@param ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. Negative value turns it off.
*@param CinematicTextureGroups - Bitfield indicating texture groups that should use extra high-resolution mips
*@param bFastResponse - USE WITH EXTREME CAUTION! Fast response textures incur sizable GT overhead and disturb streaming metric calculation. Avoid whenever possible.
*/
SetForceMipLevelsToBeResident(OverrideForceMiplevelsToBeResident: boolean, bForceMiplevelsToBeResidentValue: boolean, ForceDuration: number, CinematicTextureGroups?: number /* = 0 */, bFastResponse?: boolean /* = false */) : void;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): MaterialInterface;
static Load(InName: string): MaterialInterface;
__tid_MaterialInterface_0__: boolean;
}
class MeshUVChannelInfo {
constructor();
constructor(bInitialized: boolean, bOverrideDensities: boolean, LocalUVDensities: FixSizeArray);
bInitialized: boolean;
bOverrideDensities: boolean;
LocalUVDensities: FixSizeArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MeshUVChannelInfo_0__: boolean;
}
class SkeletalMaterial {
constructor();
constructor(MaterialInterface: UE.MaterialInterface, MaterialSlotName: string, bEnableShadowCasting: boolean, bRecomputeTangent: boolean, ImportedMaterialSlotName: string, UVChannelData: UE.MeshUVChannelInfo);
MaterialInterface: UE.MaterialInterface;
MaterialSlotName: string;
bEnableShadowCasting: boolean;
bRecomputeTangent: boolean;
ImportedMaterialSlotName: string;
UVChannelData: UE.MeshUVChannelInfo;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SkeletalMaterial_0__: boolean;
}
class BoneMirrorInfo {
constructor();
constructor(SourceIndex: number, BoneFlipAxis: UE.EAxis);
SourceIndex: number;
BoneFlipAxis: UE.EAxis;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BoneMirrorInfo_0__: boolean;
}
enum ENaniteFallbackTarget { Auto, PercentTriangles, RelativeError, ENaniteFallbackTarget_MAX, __typeKeyDoNoAccess}
class MeshDisplacementMap {
constructor();
constructor(Texture: UE.Texture2D, Magnitude: number, Center: number);
Texture: UE.Texture2D;
Magnitude: number;
Center: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MeshDisplacementMap_0__: boolean;
}
class MeshNaniteSettings {
constructor();
constructor(bEnabled: boolean, bPreserveArea: boolean, bExplicitTangents: boolean, bLerpUVs: boolean, PositionPrecision: number, NormalPrecision: number, TangentPrecision: number, TargetMinimumResidencyInKB: number, KeepPercentTriangles: number, TrimRelativeError: number, FallbackTarget: UE.ENaniteFallbackTarget, FallbackPercentTriangles: number, FallbackRelativeError: number, MaxEdgeLengthFactor: number, DisplacementUVChannel: number, DisplacementMaps: TArray);
bEnabled: boolean;
bPreserveArea: boolean;
bExplicitTangents: boolean;
bLerpUVs: boolean;
PositionPrecision: number;
NormalPrecision: number;
TangentPrecision: number;
TargetMinimumResidencyInKB: number;
KeepPercentTriangles: number;
TrimRelativeError: number;
FallbackTarget: UE.ENaniteFallbackTarget;
FallbackPercentTriangles: number;
FallbackRelativeError: number;
MaxEdgeLengthFactor: number;
DisplacementUVChannel: number;
DisplacementMaps: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_MeshNaniteSettings_0__: boolean;
}
class SkeletalMeshBuildSettings {
constructor();
constructor(bRecomputeNormals: boolean, bRecomputeTangents: boolean, bUseMikkTSpace: boolean, bComputeWeightedNormals: boolean, bRemoveDegenerates: boolean, bUseHighPrecisionTangentBasis: boolean, bUseHighPrecisionSkinWeights: boolean, bUseFullPrecisionUVs: boolean, bUseBackwardsCompatibleF16TruncUVs: boolean, ThresholdPosition: number, ThresholdTangentNormal: number, ThresholdUV: number, MorphThresholdPosition: number, BoneInfluenceLimit: number);
bRecomputeNormals: boolean;
bRecomputeTangents: boolean;
bUseMikkTSpace: boolean;
bComputeWeightedNormals: boolean;
bRemoveDegenerates: boolean;
bUseHighPrecisionTangentBasis: boolean;
bUseHighPrecisionSkinWeights: boolean;
bUseFullPrecisionUVs: boolean;
bUseBackwardsCompatibleF16TruncUVs: boolean;
ThresholdPosition: number;
ThresholdTangentNormal: number;
ThresholdUV: number;
MorphThresholdPosition: number;
BoneInfluenceLimit: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_SkeletalMeshBuildSettings_0__: boolean;
}
enum SkeletalMeshTerminationCriterion { SMTC_NumOfTriangles, SMTC_NumOfVerts, SMTC_TriangleOrVert, SMTC_AbsNumOfTriangles, SMTC_AbsNumOfVerts, SMTC_AbsTriangleOrVert, SMTC_MAX, __typeKeyDoNoAccess}
enum SkeletalMeshOptimizationType { SMOT_NumOfTriangles, SMOT_MaxDeviation, SMOT_TriangleOrDeviation, SMOT_MAX, __typeKeyDoNoAccess}
enum SkeletalMeshOptimizationImportance { SMOI_Off, SMOI_Lowest, SMOI_Low, SMOI_Normal, SMOI_High, SMOI_Highest, SMOI_MAX, __typeKeyDoNoAccess}
class BoneReference {
constructor();
constructor(BoneName: string);
BoneName: string;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_BoneReference_0__: boolean;
}
class FrameRate {
constructor();
constructor(Numerator: number, Denominator: number);
Numerator: number;
Denominator: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_FrameRate_0__: boolean;
}
class AnimBoneCompressionCodec extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Description: string;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AnimBoneCompressionCodec;
static Load(InName: string): AnimBoneCompressionCodec;
__tid_AnimBoneCompressionCodec_0__: boolean;
}
class AnimBoneCompressionSettings extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Codecs: TArray;
ErrorThreshold_EditorOnly: number;
bForceBelowThreshold_EditorOnly: boolean;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AnimBoneCompressionSettings;
static Load(InName: string): AnimBoneCompressionSettings;
__tid_AnimBoneCompressionSettings_0__: boolean;
}
class AnimCurveCompressionCodec extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AnimCurveCompressionCodec;
static Load(InName: string): AnimCurveCompressionCodec;
__tid_AnimCurveCompressionCodec_0__: boolean;
}
class AnimCurveCompressionSettings extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
Codec: UE.AnimCurveCompressionCodec;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): AnimCurveCompressionSettings;
static Load(InName: string): AnimCurveCompressionSettings;
__tid_AnimCurveCompressionSettings_0__: boolean;
}
class PerPlatformBool {
constructor();
constructor(Default: boolean, PerPlatform: TMap);
Default: boolean;
PerPlatform: TMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PerPlatformBool_0__: boolean;
}
class PerPlatformInt {
constructor();
constructor(Default: number, PerPlatform: TMap);
Default: number;
PerPlatform: TMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PerPlatformInt_0__: boolean;
}
class VariableFrameStrippingSettings extends UE.Object {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
UseVariableFrameStripping: UE.PerPlatformBool;
FrameStrippingRate: UE.PerPlatformInt;
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): VariableFrameStrippingSettings;
static Load(InName: string): VariableFrameStrippingSettings;
__tid_VariableFrameStrippingSettings_0__: boolean;
}
enum EAdditiveAnimationType { AAT_None, AAT_LocalSpaceBase, AAT_RotationOffsetMeshSpace, AAT_MAX, __typeKeyDoNoAccess}
enum EAdditiveBasePoseType { ABPT_None, ABPT_RefPose, ABPT_AnimScaled, ABPT_AnimFrame, ABPT_LocalAnimFrame, ABPT_MAX, __typeKeyDoNoAccess}
enum EAnimInterpolationType { Linear, Step, EAnimInterpolationType_MAX, __typeKeyDoNoAccess}
enum ERootMotionRootLock { RefPose, AnimFirstFrame, Zero, ERootMotionRootLock_MAX, __typeKeyDoNoAccess}
enum EStripAnimDataOnDedicatedServerSettings { UseProjectSetting, StripAnimDataOnDedicatedServer, DoNotStripAnimDataOnDedicatedServer, EStripAnimDataOnDedicatedServerSettings_MAX, __typeKeyDoNoAccess}
class AnimSyncMarker {
constructor();
constructor(MarkerName: string, Time: number, TrackIndex: number, Guid: UE.Guid);
MarkerName: string;
Time: number;
TrackIndex: number;
Guid: UE.Guid;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AnimSyncMarker_0__: boolean;
}
class PerPlatformFrameRate {
constructor();
constructor(Default: UE.FrameRate, PerPlatform: TMap);
Default: UE.FrameRate;
PerPlatform: TMap;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_PerPlatformFrameRate_0__: boolean;
}
class CustomAttribute {
constructor();
constructor(Name: string, VariantType: number, Times: TArray);
Name: string;
VariantType: number;
Times: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_CustomAttribute_0__: boolean;
}
class CustomAttributePerBoneData {
constructor();
constructor(BoneTreeIndex: number, Attributes: TArray);
BoneTreeIndex: number;
Attributes: TArray;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_CustomAttributePerBoneData_0__: boolean;
}
class ScriptStruct extends UE.Struct {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
static StaticClass(): Class;
static Find(OrigInName: string, Outer?: Object): ScriptStruct;
static Load(InName: string): ScriptStruct;
__tid_ScriptStruct_0__: boolean;
}
class AnimationAttributeIdentifier {
constructor();
constructor(Name: string, BoneName: string, BoneIndex: number, ScriptStruct: UE.ScriptStruct, ScriptStructPath: UE.SoftObjectPath);
Name: string;
BoneName: string;
BoneIndex: number;
ScriptStruct: UE.ScriptStruct;
ScriptStructPath: UE.SoftObjectPath;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AnimationAttributeIdentifier_0__: boolean;
}
class AttributeKey {
constructor();
constructor(Time: number);
Time: number;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AttributeKey_0__: boolean;
}
class AttributeCurve extends UE.IndexedCurve {
constructor();
constructor(Keys: TArray, ScriptStructPath: UE.SoftObjectPath, ScriptStruct: UE.ScriptStruct, bShouldInterpolate: boolean);
Keys: TArray;
ScriptStructPath: UE.SoftObjectPath;
ScriptStruct: UE.ScriptStruct;
bShouldInterpolate: boolean;
/**
* @deprecated use StaticStruct instead.
*/
static StaticClass(): ScriptStruct;
static StaticStruct(): ScriptStruct;
__tid_AttributeCurve_0__: boolean;
}
class AnimSequence extends UE.AnimSequenceBase {
constructor(Outer?: Object, Name?: string, ObjectFlags?: number);
ImportFileFramerate_EditorOnly: number;
ImportResampleFramerate_EditorOnly: number;
NumFrames_EditorOnly: number;
NumberOfKeys_EditorOnly: number;
SamplingFrameRate_EditorOnly: UE.FrameRate;
RawDataGuid_EditorOnly: UE.Guid;
AnimationTrackNames_EditorOnly: TArray;
bAllowFrameStripping_EditorOnly: boolean;
CompressionErrorThresholdScale_EditorOnly: number;
BoneCompressionSettings: UE.AnimBoneCompressionSettings;
CurveCompressionSettings: UE.AnimCurveCompressionSettings;
VariableFrameStrippingSettings: UE.VariableFrameStrippingSettings;
AdditiveAnimType: UE.EAdditiveAnimationType;
RefPoseType: UE.EAdditiveBasePoseType;
RefFrameIndex: number;
RefPoseSeq: UE.AnimSequence;
RetargetSource: string;
RetargetSourceAsset_EditorOnly: TSoftObjectPtr;
RetargetSourceAssetReferencePose: TArray;
Interpolation: UE.EAnimInterpolationType;
bEnableRootMotion: boolean;
RootMotionRootLock: UE.ERootMotionRootLock;
bForceRootLock: boolean;
bUseNormalizedRootMotionScale: boolean;
bRootMotionSettingsCopiedFromMontage: boolean;
CompressCommandletVersion_EditorOnly: number;
bDoNotOverrideCompression_EditorOnly: boolean;
AssetImportData_EditorOnly: UE.AssetImportData;
SourceFilePath_EditorOnly: string;
SourceFileTimestamp_EditorOnly: string;
StripAnimDataOnDedicatedServer: UE.EStripAnimDataOnDedicatedServerSettings;
AuthoredSyncMarkers: TArray