Improved Docs, AnimationStepApplyMesh+Materials, some other minor tweaks

This commit is contained in:
2026-02-06 17:34:26 -05:00
parent a2e179e15b
commit 56765fdc16
28 changed files with 731 additions and 165 deletions

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@@ -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);
};
////////////////////////////////////////////////