unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
100 lines (99 loc) • 3.68 kB
TypeScript
import { FGameplayTag } from "../../../ue4/objects/gameplaytags/FGameplayTag";
import { FText } from "../../../ue4/objects/core/i18n/Text";
import { FSoftObjectPath } from "../../../ue4/objects/uobject/SoftObjectPath";
import { FName } from "../../../ue4/objects/uobject/FName";
import { EFXType } from "../../enums/EFXType";
import { FPackageIndex } from "../../../ue4/objects/uobject/ObjectResource";
import { FGameplayTagContainer } from "../../../ue4/objects/gameplaytags/FGameplayTagContainer";
import { MaterialVectorVariant } from "./MaterialVectorVariant";
import { MaterialTextureVariant } from "./MaterialTextureVariant";
import { MaterialFloatVariant } from "./MaterialFloatVariant";
import { EAttachmentRule } from "../../enums/EAttachmentRule";
import { VectorParamVariant } from "./VectorParamVariant";
export declare class BaseVariantDef {
bStartUnlocked: boolean;
bIsDefault: boolean;
bHideIfNotOwned: boolean;
CustomizationVariantTag: FGameplayTag;
VariantName: FText;
PreviewImage: FSoftObjectPath;
UnlockRequirements: FText;
UnlockingItemDef: FSoftObjectPath;
get backendVariantName(): string | null;
}
export declare class MeshVariant {
MeshToSwap: FSoftObjectPath;
ComponentToOverride: FName;
OverrideMesh: FSoftObjectPath;
}
export declare class MaterialVariants {
MaterialToSwap: FSoftObjectPath;
ComponentToOverride: FName;
CascadeMaterialName: FName;
MaterialOverrideIndex: number;
OverrideMaterial: FSoftObjectPath;
}
export declare class MaterialParamterDef {
MaterialToAlter: FSoftObjectPath;
CascadeMaterialName: FName;
ColorParams: MaterialVectorVariant[];
TextureParams: MaterialTextureVariant[];
FloatParams: MaterialFloatVariant[];
}
export declare class VariantParticleSystemInitializerData {
ParticleComponentName: FName;
ParticleSystem: FSoftObjectPath;
MeshToBindTO: FSoftObjectPath;
AttachSocketName: FName;
LocationRule: EAttachmentRule;
RotationRule: EAttachmentRule;
ScaleRule: EAttachmentRule;
bWeldSimulatedBodies: boolean;
}
export declare class ParticleVariant {
ParticleSystemToAlter: FSoftObjectPath;
ComponentToOverride: FName;
OverrideParticleSystem: FSoftObjectPath;
}
export declare class ParticleParamterVariant {
ParticleSystemToAlter: FSoftObjectPath;
ColorParams: MaterialVectorVariant[];
VectorParams: VectorParamVariant[];
FloatParams: MaterialFloatVariant[];
}
export declare class ManagedParticleSwapVariant {
ParamGroupTag: FGameplayTag;
ParticleToOverride: FFortPortableSoftParticles;
}
export declare class FFortPortableSoftParticles {
FXType: EFXType;
NiagaraVersion: FSoftObjectPath;
CascadeVersion: FSoftObjectPath;
}
export declare class ManagedParticleParamVariant {
ParamGroupTag: FGameplayTag;
ColorParams: MaterialVectorVariant[];
VectorParams: VectorParamVariant;
FloatParams: MaterialFloatVariant;
}
export declare class SoundVariant {
SoundToSwap: FSoftObjectPath;
ComponentToOverride: FName;
OverrideSound: FSoftObjectPath;
}
export declare class FoleySoundVariant {
LibrariesToAdd: FPackageIndex[];
LibrariesToRemove: FPackageIndex[];
}
export declare class SocketTransformVariant {
SourceSocketName: FName;
OverridSocketName: FName;
SourceObjectToModify: FSoftObjectPath;
}
export declare class ScriptedActionVariant {
ActionTag: FGameplayTag;
}
export declare class CosmeticMetaTagContainer {
MetaTagsToApply: FGameplayTagContainer;
MetaTagsToRemove: FGameplayTagContainer;
}