Improved Docs, AnimationStepApplyMesh+Materials, some other minor tweaks
This commit is contained in:
@@ -124,6 +124,22 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
|
||||
static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
|
||||
|
||||
// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
|
||||
// For each match, create a dynamic material instance on the actor's mesh
|
||||
// components and set the vector parameter XXXX. Materials are restored to
|
||||
// their base (non-dynamic) state before applying, so parameters from
|
||||
// previous calls do not persist.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
|
||||
static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
|
||||
|
||||
// Look for a mesh=name key-value pair in the animation step.
|
||||
// If found, load the named mesh and apply it to the actor's
|
||||
// mesh component. The actor must have exactly one mesh component.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
|
||||
static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////
|
||||
|
||||
Reference in New Issue
Block a user