Can now switch the skeletal mesh on a character
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@@ -43,7 +43,9 @@ private:
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void AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix);
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static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name, bool ErrorIfNotFound);
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static void ReportFailedLoad(const FString &ClassName, const FString &Name, const FString &Reason);
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static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name);
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public:
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void RebuildIndex();
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@@ -52,41 +54,35 @@ public:
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadStaticMeshAsset(
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UStaticMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UStaticMesh *&Result, const UObject *Context, const FString &Name);
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// Get a skeletal mesh by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadSkeletalMeshAsset(
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USkeletalMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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USkeletalMesh *&Result, const UObject *Context, const FString &Name);
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// Get an animation sequence by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadAnimSequenceAsset(
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UAnimSequence *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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UAnimSequence *&Result, const UObject *Context, const FString &Name);
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// Get a tangible class by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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TSubclassOf<AActor> &Result, const UObject *Context, const FString &Name);
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// Get a widget blueprint by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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TSubclassOf<UUserWidget> &Result, const UObject *Context, const FString &Name);
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// Get a look-at widget blueprint by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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TSubclassOf<UlxLuaWidget> &Result, const UObject *Context, const FString &Name);
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};
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