71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Animation/SkeletalMeshActor.h"
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#include "CustomizableSkeletalMeshActor.generated.h"
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#define UE_API CUSTOMIZABLEOBJECT_API
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class UCustomizableObjectInstance;
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class UCustomizableSkeletalComponent;
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class UCustomizableSkeletalMeshActorPrivate;
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class UObject;
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UCLASS(MinimalAPI, ClassGroup = CustomizableObject, Blueprintable, ComponentWrapperClass, ConversionRoot, meta = (ChildCanTick))
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class ACustomizableSkeletalMeshActor : public ASkeletalMeshActor
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{
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GENERATED_BODY()
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friend UCustomizableSkeletalMeshActorPrivate;
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public:
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UE_API ACustomizableSkeletalMeshActor(const FObjectInitializer& Initializer);
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UE_DEPRECATED(5.6, "Plase replace with custom code.")
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UFUNCTION(BlueprintCallable, Category = CustomizableSkeletalMeshActor, meta=(DeprecatedFunction))
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UE_API void SetDebugMaterial(UMaterialInterface* InDebugMaterial);
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UE_DEPRECATED(5.6, "Plase replace with custom code.")
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UFUNCTION(BlueprintCallable, Category = CustomizableSkeletalMeshActor, meta=(DeprecatedFunction))
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UE_API void EnableDebugMaterial(bool bEnableDebugMaterial);
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UE_API UCustomizableSkeletalMeshActorPrivate* GetPrivate();
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UE_API const UCustomizableSkeletalMeshActorPrivate* GetPrivate() const;
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private:
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UE_API void Init(UCustomizableObjectInstance* Instance);
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// DEPRECATED
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UFUNCTION()
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UE_API void SwitchComponentsMaterials(UCustomizableObjectInstance* Instance);
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/** @return the instance represented in all the actor components. */
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UE_API UCustomizableObjectInstance* GetInstance();
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/** TODO: There are as many as components in the CO (not in the COI). */
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UPROPERTY(VisibleAnywhere, Category = CustomizableSkeletalMeshActor)
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TArray<TObjectPtr<UCustomizableSkeletalComponent>> CustomizableSkeletalComponents;
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/** TODO: There are as many as components in the CO (not in the COI). */
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UPROPERTY(VisibleAnywhere, Category = CustomizableSkeletalMeshActor)
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TArray<TObjectPtr<USkeletalMeshComponent>> SkeletalMeshComponents;
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// DEPRECATED
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UPROPERTY()
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TObjectPtr<UMaterialInterface> DebugMaterial;
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// DEPRECATED
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bool bDebugMaterialEnabled = false;
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// DEPRECATED
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bool bRemoveDebugMaterial = false;
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UPROPERTY()
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TObjectPtr<UCustomizableSkeletalMeshActorPrivate> Private = nullptr;
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};
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#undef UE_API
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