UNPKG

unreal.js

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

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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>; }