更新 Source/FLESHEditor/Public/DismembermentGraph/DismembermentCompiler.h
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@@ -56,7 +56,7 @@ struct FDismembermentNodeData
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TMap<FName, FName> NameParameters;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dismemberment")
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TMap<FName, UObject*> ObjectParameters;
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TMap<FName, TObjectPtr<UObject>> ObjectParameters;
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// Constructor
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FDismembermentNodeData()
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@@ -115,9 +115,9 @@ struct FDismembermentNodeData
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}
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// Get object parameter
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UObject* GetObjectParameter(const FName& ParamName, UObject* DefaultValue = nullptr) const
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TObjectPtr<UObject> GetObjectParameter(const FName& ParamName, TObjectPtr<UObject> DefaultValue = nullptr) const
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{
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if (UObject* const* Value = ObjectParameters.Find(ParamName))
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if (const TObjectPtr<UObject>* Value = ObjectParameters.Find(ParamName))
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{
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return *Value;
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}
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@@ -220,7 +220,7 @@ public:
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* @param Depth - Depth of the cut
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* @param Material - Material to use for the cut surface
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*/
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void AddCutOperation(const FVector& Location, const FVector& Direction, float Width, float Depth, UMaterialInterface* Material);
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void AddCutOperation(const FVector& Location, const FVector& Direction, float Width, float Depth, TObjectPtr<UMaterialInterface> Material);
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/**
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* Add a blood effect
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@@ -232,7 +232,7 @@ public:
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* @param BloodPoolSize - Size of the blood pool
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* @param BloodPoolMaterial - Material for the blood pool
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*/
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void AddBloodEffect(const FVector& Location, UNiagaraSystem* BloodEffect, float BloodAmount, float BloodPressure, bool CreateBloodPool, float BloodPoolSize, UMaterialInterface* BloodPoolMaterial);
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void AddBloodEffect(const FVector& Location, TObjectPtr<UNiagaraSystem> BloodEffect, float BloodAmount, float BloodPressure, bool CreateBloodPool, float BloodPoolSize, TObjectPtr<UMaterialInterface> BloodPoolMaterial);
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/**
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* Add a physics simulation
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@@ -246,7 +246,7 @@ public:
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* @param ImpulseForce - Force of the impulse
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* @param ImpulseRadius - Radius of the impulse
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*/
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void AddPhysicsSimulation(float Mass, float LinearDamping, float AngularDamping, bool EnableGravity, bool SimulatePhysics, bool GenerateOverlapEvents, UPhysicalMaterial* PhysicalMaterial, float ImpulseForce, float ImpulseRadius);
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void AddPhysicsSimulation(float Mass, float LinearDamping, float AngularDamping, bool EnableGravity, bool SimulatePhysics, bool GenerateOverlapEvents, TObjectPtr<UPhysicalMaterial> PhysicalMaterial, float ImpulseForce, float ImpulseRadius);
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/**
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* Add an organ
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@@ -261,7 +261,7 @@ public:
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* @param IsCriticalOrgan - Whether this is a critical organ
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* @param BloodAmount - Amount of blood
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*/
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void AddOrgan(UStaticMesh* OrganMesh, UMaterialInterface* OrganMaterial, const FName& AttachBoneName, const FVector& RelativeLocation, const FRotator& RelativeRotation, const FVector& RelativeScale, bool SimulatePhysics, float DamageMultiplier, bool IsCriticalOrgan, float BloodAmount);
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void AddOrgan(TObjectPtr<UStaticMesh> OrganMesh, TObjectPtr<UMaterialInterface> OrganMaterial, const FName& AttachBoneName, const FVector& RelativeLocation, const FRotator& RelativeRotation, const FVector& RelativeScale, bool SimulatePhysics, float DamageMultiplier, bool IsCriticalOrgan, float BloodAmount);
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/**
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* Add a wound effect
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@@ -276,7 +276,7 @@ public:
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* @param AffectBoneHealth - Whether to affect bone health
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* @param BoneDamage - Amount of bone damage
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*/
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void AddWoundEffect(float WoundSize, float WoundDepth, UMaterialInterface* WoundMaterial, UNiagaraSystem* WoundEffect, bool CreateDecal, UMaterialInterface* DecalMaterial, float DecalSize, float DecalLifetime, bool AffectBoneHealth, float BoneDamage);
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void AddWoundEffect(float WoundSize, float WoundDepth, TObjectPtr<UMaterialInterface> WoundMaterial, TObjectPtr<UNiagaraSystem> WoundEffect, bool CreateDecal, TObjectPtr<UMaterialInterface> DecalMaterial, float DecalSize, float DecalLifetime, bool AffectBoneHealth, float BoneDamage);
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private:
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// The graph being compiled
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