Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class FaceFXAnimSet extends Object hidecategories(Object) native; /** * Default FaceFXAsset to use when editing this FaceFXAnimSet etc. * Is the one that was used as the basis for creating this AnimSet. */ var() editoronly const FaceFXAsset DefaultFaceFXAsset; /** Internal use. FaceFX representation of this AnimSet. */ var const native pointer InternalFaceFXAnimSet; /** * Internal use. Raw bytes of the FaceFX AnimSet. * This only stays loaded in the editor. */ var const native array<byte> RawFaceFXAnimSetBytes; /** * Internal use. Raw bytes of the FaceFX Studio mini session for this AnimSet. * This only stays loaded in the editor. */ var const native array<byte> RawFaceFXMiniSessionBytes; /** * Array of SoundCue objects that the FaceFXAnimSet references. */ var editoronly notforconsole array<SoundCue> ReferencedSoundCues; /** * Internal use. The number of errors generated during load. */ var int NumLoadErrors; cpptext { /** Creates a new FaceFX AnimSet for the given FaceFX Asset. This is only called from within the editor. */ void CreateFxAnimSet( class UFaceFXAsset* FaceFXAsset ); /** Get list of FaceFX animations in this AnimSet. Names are in the form GroupName.AnimName.*/ void GetSequenceNames(TArray<FString>& OutNames); #if WITH_FACEFX /** Returns the internal FaceFX representation of this FaceFX AnimSet. */ class OC3Ent::Face::FxAnimSet* GetFxAnimSet( void ); #endif /** Fixes up the ReferencedSoundCue stuff. */ void FixupReferencedSoundCues(); // UObject interface. /** * Returns a one line description of an object for viewing in the thumbnail view of the generic browser */ virtual FString GetDesc(); virtual void PostLoad(); virtual void FinishDestroy(); virtual void Serialize(FArchive& Ar); /** * Returns the size of the object/ resource for display to artists/ LDs in the Editor. * * @return size of resource as to be displayed to artists/ LDs in the Editor. */ INT GetResourceSize(); /** * Used by various commandlets to purge editor only and platform-specific data from various objects * * @param PlatformsToKeep Platforms for which to keep platform-specific data * @param bStripLargeEditorData If TRUE, data used in the editor, but large enough to bloat download sizes, will be removed */ virtual void StripData(UE3::EPlatformType PlatformsToKeep, UBOOL bStripLargeEditorData); } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |