unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
128 lines (127 loc) • 4.57 kB
TypeScript
import { USceneComponent } from "./USceneComponent";
import { FPackageIndex } from "../../../objects/uobject/ObjectResource";
import { FMulticastScriptDelegate } from "../../../objects/uobject/ScriptDelegates";
import { Lazy } from "../../../../util/Lazy";
import { FLightingChannels } from "../../objects/FLightningChannels";
import { FBodyInstance } from "../../objects/FBodyInstance";
import { AActor } from "../actors/AActor";
export declare enum ESceneDepthPriorityGroup {
SDPG_World = 0,
SDPG_Foreground = 1
}
export declare enum ELightmapType {
Default = 0,
ForceSurface = 1,
ForceVolumetric = 2
}
export declare enum EHasCustomNavigableGeometry {
No = 0,
Yes = 1,
EvenIfNotCollidable = 2,
DontExport = 3
}
export declare enum ECanBeCharacterBase {
ECB_No = 0,
ECB_Yes = 1,
ECB_Owner = 2
}
export declare enum ERendererStencilMask {
ERSM_Default = 0,
ERSM_255 = 1,
ERSM_1 = 2,
ERSM_2 = 3,
ERSM_4 = 4,
ERSM_8 = 5,
ERSM_16 = 6,
ERSM_32 = 7,
ERSM_64 = 8,
ERSM_128 = 9
}
export declare class UPrimitiveComponent extends USceneComponent {
MinDrawDistance: number;
LDMaxDrawDistance: number;
CachedMaxDrawDistance: number;
DepthPriorityGroup: ESceneDepthPriorityGroup;
LightmapType: ELightmapType;
bUseMaxLODAsImposter: boolean;
bBatchImpostersAsInstances: boolean;
bNeverDistanceCull: boolean;
bAlwaysCreatePhysicsState: boolean;
bGenerateOverlapEvents: boolean;
bMultiBodyOverlap: boolean;
bTraceComplexOnMove: boolean;
bReturnMaterialOnMove: boolean;
bUseViewOwnerDepthPriorityGroup: boolean;
bAllowCullDistanceVolume: boolean;
bHasMotionBlurVelocityMeshes: boolean;
bVisibleInReflectionCaptures: boolean;
bVisibleInRealTimeSkyCaptures: boolean;
bVisibleInRayTracing: boolean;
bRenderInMainPass: boolean;
bRenderInDepthPass: boolean;
bReceivesDecals: boolean;
bOwnerNoSee: boolean;
bOnlyOwnerSee: boolean;
bTreatAsBackgroundForOcclusion: boolean;
bUseAsOccluder: boolean;
bSelectable: boolean;
bForceMipStreaming: boolean;
bHasPerInstanceHitProxies: boolean;
CastShadow: boolean;
bAffectDynamicIndirectLighting: boolean;
bAffectDistanceFieldLighting: boolean;
bCastDynamicShadow: boolean;
bCastStaticShadow: boolean;
bCastVolumetricTranslucentShadow: boolean;
bCastContactShadow: boolean;
bSelfShadowOnly: boolean;
bCastFarShadow: boolean;
bCastInsetShadow: boolean;
bCastCinematicShadow: boolean;
bCastHiddenShadow: boolean;
bCastShadowAsTwoSided: boolean;
bLightAsIfStatic: boolean;
bLightAttachmentsAsGroup: boolean;
bExcludeFromLightAttachmentGroup: boolean;
bReceiveMobileCSMShadows: boolean;
bSingleSampleShadowFromStationaryLights: boolean;
bIgnoreRadialImpulse: boolean;
bIgnoreRadialForce: boolean;
bApplyImpulseOnDamage: boolean;
bReplicatePhysicsToAutonomousProxy: boolean;
bFillCollisionUnderneathForNavmesh: boolean;
AlwaysLoadOnClient: boolean;
AlwaysLoadOnServer: boolean;
bUseEditorCompositing: boolean;
bRenderCustomDepth: boolean;
EHasCustomNavigableGeometry: any;
CanCharacterStepUpOn: ECanBeCharacterBase;
LightingChannels: FLightingChannels;
CustomDepthStencilWriteMask: ERendererStencilMask;
CustomDepthStencilValue: number;
TranslucencySortPriority: number;
VisibilityId: number;
RuntimeVirtualTextures: FPackageIndex[];
VirtualTextureLodBias: number;
VirtualTextureCullMips: number;
VirtualTextureMinCoverage: number;
LpvBiasMultiplier: number;
BoundsScale: number;
MoveIgnoreActors: Lazy<AActor>[];
MoveIgnoreComponents: FPackageIndex[];
BodyInstance: FBodyInstance;
OnComponentHit: FMulticastScriptDelegate;
OnComponentBeginOverlap: FMulticastScriptDelegate;
OnComponentEndOverlap: FMulticastScriptDelegate;
OnComponentWake: FMulticastScriptDelegate;
OnComponentSleep: FMulticastScriptDelegate;
OnBeginCursorOver: FMulticastScriptDelegate;
OnEndCursorOver: FMulticastScriptDelegate;
OnClicked: FMulticastScriptDelegate;
OnReleased: FMulticastScriptDelegate;
OnInputTouchBegin: FMulticastScriptDelegate;
OnInputTouchEnd: FMulticastScriptDelegate;
OnInputTouchEnter: FMulticastScriptDelegate;
OnInputTouchLeave: FMulticastScriptDelegate;
LODParentPrimitive: Lazy<UPrimitiveComponent>;
}