UNPKG

unreal.js

Version:

A pak reader for games like VALORANT & Fortnite written in Node.JS

100 lines (99 loc) 3.68 kB
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; }